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m (Added additional information in Fire > Dangers ("It will also explode any of the Oxygen Tanks or Welding Fuel Tanks on contact (especially those that is in your inventory).") and Fire > Causes ("Obviously, fire can occure during reactor meltdown.").)
m (→‎Installation Maintenance: changed a sentence to say that all repairs can shock you if you are too low skilled)
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==Fire==
==Fire==
[[File:Fire.png|thumb|497x497px|A fire in a submarine.]]
[[File:Fire.png|thumb|497x497px|A fire in a submarine.]]
Fire damages crew members touching it, inflicts constant damage upon affected [[:Category:Installations|installations]], and—most importantly—consumes oxygen from the room it's in. It will also ignite any [https://barotrauma.gamepedia.com/Oxygen_Tank Oxygen Tanks] or [https://barotrauma.gamepedia.com/Welding_Fuel_Tank Welding Fuel Tanks] on contact (especially those that are in your inventory), causing them to explode.


===Dangers===
Fire is usually caused by electricity-related mishaps, most commonly overloading. This tends to result in multiple installations catching fire, overwhelming the crew. The [[Artifacts#Thermal Artifact|thermal artifact]] will also set anything it touches on fire. Obviously, fire can occur during a reactor meltdown.
Fire deals damage to crew members touching it, but most importantly, drains oxygen from the room it's in, and it inflicts constant damages upon affected [[:Category:Installations|installations]]. It will also explode any of the [https://barotrauma.gamepedia.com/Oxygen_Tank Oxygen Tanks] or [https://barotrauma.gamepedia.com/Welding_Fuel_Tank Welding Fuel Tanks] on contact (especially those that is in your inventory).


===Causes===
'''<big>Dealing with fires</big>'''<br>
Fire is usually caused by electricity-related mishaps, most commonly overloading. This tends to result in multiple installations catching fires, overwhelming the crew. The [[Artifacts#Thermal Artifact|thermal artifact]] will also set anything it touches on fire. Obviously, fire can occure during reactor meltdown.
Fires need oxygen to keep burning, which informs the ways to deal with them.


===Dealing with fires===
The [[Fire Extinguisher]] is the most obvious tool for the job, but it tends to be insufficient when dealing with multiple fires at the same time.
Fires need access to oxygen to keep going, which informs the ways used to deal with them.


The [[Fire Extinguisher]] is the most obvious tool for the job, but tends to be insufficient when dealing with multiple fires at the same time.
It is possible to isolate and extinguish a fire by simply closing all [[Doors|doors]] to the room it's in and letting the fire use up all the oxygen. This is a viable but slow way to put out fire—useful when the affected installations can be ignored and maybe repaired afterwards, but insufficient when a fire needs to be put out quickly. The process can be accelerated by cutting off the air supply to the room (see [[Oxygen Generator]]), but this is risky and usually unnecessary.


It is possible to simply close off the [[Doors|doors]] to the room ablaze and let the fire use up all the air inside and die out. The process can be accelerated by cutting off the air supply of the room (see [[Oxygen Generator]]), but this is a risky and usually unnecessary endeavour. This is a viable, but slow way to take out fire: useful when the affected installations can be ignored and maybe repaired afterwards, but insufficient when a fire needs to be put out quickly.
Finally, desperate crew members might decide to put out a fire by drowning it. While this is an extremely efficient method to put out fire, it essentially replaces it with another hazard—[[Maintenance#Flooding|flooding]]—and for this reason is usually not recommended. Note, however, that it may happen on its own during a regular, unplanned flooding.
==Flooding==
[[File:Flood.png|thumb|494x494px|alt=|A flooded section in a submarine.]]
Flooding is an omnipresent menace in ''[[Barotrauma]]''. While [[:Category:Items|items]] and [[:Category:Installations|installations]] are waterproof, the crew can easily drown; moreover, the intense pressure found in the ocean will crush unprotected crew members found in completely submerged areas, quickly killing them. On top of these immediately lethal consequences, flooding also weighs down the [[Submarine|submarine]], increasing the rate of descent.


Finally, desperate crew members might decide to put out a fire by drowning it. While this is an extremely efficient method to put out fire, it essentially replaces it by another hazard, [[Maintenance#Flooding|flooding]], and for this reason the process is usually not recommended. Note however that it may happen on its own during a regular, unplanned flooding.
The excess water can come from three sources: hull breaches, opened [[Doors|doors]] to the outside, and, a lot less likely, [[Pump|pumps]] being set to fill the submarine uncontrollably. In all cases, water will naturally flow toward the lowest available location not entirely flooded and begin to fill up room after room.


==Flooding==
'''<big>Dealing with flooding</big>'''<br>
[[File:Flood.png|thumb|494x494px|alt=|A flooded section in a submarine.]]
A [[Diving Mask|diving mask]] temporarily prevents its wearer from drowning, and a [[Diving Suit|diving suit]] has the additional effect of protecting its wearer from pressure; putting on the appropriate equipment can save your life and give you the time necessary to take additional steps. Don't forget the required [[Oxygen Tank]]; cautious crew members frequently store this equipment in their inventory (taking care not to use up the oxygen beforehand) just in case, so they can put it on quickly when needed. If neither item is equipped or available, swimming toward breathable air is your next best course of action; until the flooding is dealt with (or you flee to a safer area), you will have to resurface regularly to refill your lungs.
 
Once immediate survival is ensured, your highest priority is investigating and determining the origin point(s) of the flooding. In the case of a hull breach, the impact that caused the breach should be noticeable enough to orient the crew and coordinate repairs. The [[Status Monitor]] can help, as it displays flooded areas. Finally, you can watch for falling water or follow a current to locate the origin point of the flooding.


===Dangers===
[[Doors]] can seal off sections of the submarine and prevent the passage of water. Counterintuitively, this is a double-edged sword and a divisive topic for some players: Some advocate closing as many doors as possible to contain the flooding to a limited area. Others point out that such a closed-off area would fill up quickly, and the rising pressure would crush any unfortunate crew members trapped inside, whereas opening doors would allow the water to spread out, filling individual compartments more slowly and giving crew members additional time to repair the cause of the flooding—delaying dangerous effects on the whole submarine. Use your wit and communicate with your colleagues to determine the most appropriate course of action in your specific situation.
Flooding is an omnipresent menace in [[Barotrauma]]. While [[:Category:Items|items]] and [[:Category:Installations|installations]] are waterproof, the crew can easily drown; moreover, the intense pressure found in the ocean will crush unprotected crew members found in completely submerged areas, instantly killing them. On top of these immediately lethal consequences, flooding also weighs down the [[Submarine|submarine]] and makes sinking easier.


===Causes===
[[Pump|Pumps]] should be activated to empty out water as possible; it may be enough to undo the first cause of the flooding, but even when this is not the case, it will obviously help fight the rising water level. You can also open the door to the ballast tank to assist with draining water.
The excess water can come from three sources: hull breaches, opened [[Doors|doors]] to the outside, and, a lot less likely, [[Pump|pumps]] being set to fill the submarine uncontrollably. In both cases, water will naturally flow toward the lowest available location not entirely flooded and begin to fill up rooms after rooms.


===Dealing with flooding===
Once the cause of the flood is located, it must be dealt with: malfunctioning pumps should be adjusted to pump the water ''out'' instead of ''in'', the doors of the affected room(s) should be closed, and breaches should be fixed with a [[Welding Fuel Tank|fueled]] [[Welding Tool]]. (If the exact location of a breach is uncertain, don't hesitate to wave the welder around on suspicious hull sections to check their status.) If you identify the cause and/or initial location of the flooding but are unable to fix it, use the chat (or quick chat) to communicate this information to other crew members.
A [[Diving Mask|diving mask]] temporarily prevents its wearer from drowning, and a [[Diving Suit|diving suit]] has the additional effect of protecting from pressure; putting on the appropriate equipment can save your life and give you the time necessary to take additional steps. Don't forget the required [[Oxygen Tank]]. Cautious crew members frequently store this equipment in their inventory (taking care not to use up the oxygen beforehand) just in case, to put it on quickly when needed. Without it (or access to it), swim toward breathable air hoping to reach it in time; until the flooding is dealt with (or you flee for a safer area) you will have to resurface regularly to take a breath.
==Installation Maintenance==
The various installations aboard the Submarine will gradually deteriorate over time when in use. When reaching 0% condition, an installation becomes inoperative, with all associated consequences.
This includes mechanical and electrical installations - with a couple of exceptions: the [[Charging Dock]] and [[Shuttle Battery]] never deteriorate and are immune to damage. as installations become more damaged, they will become visually damaged and some will start to smoke.


Once immediate survival is ensured, the highest priority is to investigate and determine the origin point(s) of the flooding. In the case of a hull breach, the impact having caused the breach should be noticeable enough to orient the researches. The [[Status Monitor]] can help in this endeavour by mapping the flooded areas. Finally, one can follow the water falling downward or the current to locate the origin point of the flooding.
All installations may also be damaged by explosions and fires.
Additionally, the [[Nuclear Reactor]] will be damaged when submerged in water or when overheating.
[[Junction Boxes]] will deteriorate fast when submerged in water or when power production exceeds demand.
[[Doors]] may be damaged and breached by [[Creatures]].


[[Doors]] can seal off sections of the submarine and prevent the passage of water; counter-intuitively, this is a double-edged sword and a divisive topic for some players. Some advocate closing as many doors as possible to contain the flooding to a limited areas; others point out that such a closed-off area will fill up quickly and crush the unfortunate trapped inside due to the rising pressure while opening doors would not allow the water to flow fast enough to have dangerous effects on the whole submarine before the problem is fixed. Use your wit and communication with your colleagues to determine the most appropriate course of action in your specific situation.
'''<big>Repairing Installations</big>'''<br>
[[Junction Boxes]], [[Battery|Batteries]], [[Supercapacitor]]s, [[Sonar Monitor|Sonar]] and [[Status Monitor]]s, [[Navigation Terminal]]s and [[Shuttle Navigation Terminal]]s are repaired with a [[Screwdriver]]. All other repairable installations are repaired with a [[Wrench]].


[[Pump|Pumps]] should be activated to empty out the water as possible; it may be enough to undo the first cause of the flooding, but even when this is not the case, it will obviously help fighting the raise of the water level.
Repairs can be performed at any skill, however they will take five times longer (from <abbr title="Except doors which take 10 seconds to repair when skilled)">5*</abbr> to 25 seconds) when the skill requirement of 55 isn't met. Screwdriver repairs require [[Skills#Electrical Engineering|Electrical Engineering]], and wrench repairs require [[Skills#Mechanical Engineering|Mechanical Engineering]]. Additionally, repairs performed below level 55 present a risk of failure - relative to the level gap - where the character will suffer light injuries or burns.  


Once the cause of the flood is located, it must be dealt with: malfunctioning pumps should be adjusted to pump the water ''out'' instead of ''in'', sas should be closed, breach should be fixed with a [[Welding Fuel Tank|fuelled]] [[Welding Tool]] (if the exact location of a breach is uncertain, don't hesitate to wave the welder around on suspicious hull sections to check their status by the color). If you identify the cause and/or initial location of the flooding but are unable to fix it, use the chat to communicate this information to other crew members.
Most installations will be repairable when going below 80% condition. Regularly performing routine repairs to maintain their condition high, even when there is no immediate danger, will reduce the risk of having to do so in the middle of combat, during floods or other dangers.
[[Category:Game Mechanics]]

Revision as of 15:45, 27 July 2021

Template:CleanupTemplate:Stub

Data is potentially outdated
Last updated for an unknown version
The current game version is 1.2.8.0

Fire

A fire in a submarine.

Fire damages crew members touching it, inflicts constant damage upon affected installations, and—most importantly—consumes oxygen from the room it's in. It will also ignite any Oxygen Tanks or Welding Fuel Tanks on contact (especially those that are in your inventory), causing them to explode.

Fire is usually caused by electricity-related mishaps, most commonly overloading. This tends to result in multiple installations catching fire, overwhelming the crew. The thermal artifact will also set anything it touches on fire. Obviously, fire can occur during a reactor meltdown.

Dealing with fires
Fires need oxygen to keep burning, which informs the ways to deal with them.

The Fire Extinguisher is the most obvious tool for the job, but it tends to be insufficient when dealing with multiple fires at the same time.

It is possible to isolate and extinguish a fire by simply closing all doors to the room it's in and letting the fire use up all the oxygen. This is a viable but slow way to put out fire—useful when the affected installations can be ignored and maybe repaired afterwards, but insufficient when a fire needs to be put out quickly. The process can be accelerated by cutting off the air supply to the room (see Oxygen Generator), but this is risky and usually unnecessary.

Finally, desperate crew members might decide to put out a fire by drowning it. While this is an extremely efficient method to put out fire, it essentially replaces it with another hazard—flooding—and for this reason is usually not recommended. Note, however, that it may happen on its own during a regular, unplanned flooding.

Flooding

Error creating thumbnail: File missing
A flooded section in a submarine.

Flooding is an omnipresent menace in Barotrauma. While items and installations are waterproof, the crew can easily drown; moreover, the intense pressure found in the ocean will crush unprotected crew members found in completely submerged areas, quickly killing them. On top of these immediately lethal consequences, flooding also weighs down the submarine, increasing the rate of descent.

The excess water can come from three sources: hull breaches, opened doors to the outside, and, a lot less likely, pumps being set to fill the submarine uncontrollably. In all cases, water will naturally flow toward the lowest available location not entirely flooded and begin to fill up room after room.

Dealing with flooding
A diving mask temporarily prevents its wearer from drowning, and a diving suit has the additional effect of protecting its wearer from pressure; putting on the appropriate equipment can save your life and give you the time necessary to take additional steps. Don't forget the required Oxygen Tank; cautious crew members frequently store this equipment in their inventory (taking care not to use up the oxygen beforehand) just in case, so they can put it on quickly when needed. If neither item is equipped or available, swimming toward breathable air is your next best course of action; until the flooding is dealt with (or you flee to a safer area), you will have to resurface regularly to refill your lungs.

Once immediate survival is ensured, your highest priority is investigating and determining the origin point(s) of the flooding. In the case of a hull breach, the impact that caused the breach should be noticeable enough to orient the crew and coordinate repairs. The Status Monitor can help, as it displays flooded areas. Finally, you can watch for falling water or follow a current to locate the origin point of the flooding.

Doors can seal off sections of the submarine and prevent the passage of water. Counterintuitively, this is a double-edged sword and a divisive topic for some players: Some advocate closing as many doors as possible to contain the flooding to a limited area. Others point out that such a closed-off area would fill up quickly, and the rising pressure would crush any unfortunate crew members trapped inside, whereas opening doors would allow the water to spread out, filling individual compartments more slowly and giving crew members additional time to repair the cause of the flooding—delaying dangerous effects on the whole submarine. Use your wit and communicate with your colleagues to determine the most appropriate course of action in your specific situation.

Pumps should be activated to empty out water as possible; it may be enough to undo the first cause of the flooding, but even when this is not the case, it will obviously help fight the rising water level. You can also open the door to the ballast tank to assist with draining water.

Once the cause of the flood is located, it must be dealt with: malfunctioning pumps should be adjusted to pump the water out instead of in, the doors of the affected room(s) should be closed, and breaches should be fixed with a fueled Welding Tool. (If the exact location of a breach is uncertain, don't hesitate to wave the welder around on suspicious hull sections to check their status.) If you identify the cause and/or initial location of the flooding but are unable to fix it, use the chat (or quick chat) to communicate this information to other crew members.

Installation Maintenance

The various installations aboard the Submarine will gradually deteriorate over time when in use. When reaching 0% condition, an installation becomes inoperative, with all associated consequences. This includes mechanical and electrical installations - with a couple of exceptions: the Charging Dock and Shuttle Battery never deteriorate and are immune to damage. as installations become more damaged, they will become visually damaged and some will start to smoke.

All installations may also be damaged by explosions and fires. Additionally, the Nuclear Reactor will be damaged when submerged in water or when overheating. Junction Boxes will deteriorate fast when submerged in water or when power production exceeds demand. Doors may be damaged and breached by Creatures.

Repairing Installations
Junction Boxes, Batteries, Supercapacitors, Sonar and Status Monitors, Navigation Terminals and Shuttle Navigation Terminals are repaired with a Screwdriver. All other repairable installations are repaired with a Wrench.

Repairs can be performed at any skill, however they will take five times longer (from 5* to 25 seconds) when the skill requirement of 55 isn't met. Screwdriver repairs require Electrical Engineering, and wrench repairs require Mechanical Engineering. Additionally, repairs performed below level 55 present a risk of failure - relative to the level gap - where the character will suffer light injuries or burns.

Most installations will be repairable when going below 80% condition. Regularly performing routine repairs to maintain their condition high, even when there is no immediate danger, will reduce the risk of having to do so in the middle of combat, during floods or other dangers.