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{{Version|0.12.0.3}}
{{Version|0.15.13.0|The sections "Submarines", "Improvement" and "Maintenance" still need to be updated.|nosearch=y}}{{See also|Campaign}}
{{Main|Campaign}}
The '''Shipyard''' introduces Submarine customization and progression, which is available in every Outpost.
The '''Shipyard''' introduces Submarine customization and progression, which is available in every Outpost.
=Submarine=
{{clr}}<div class="noautonum" style="float:right">__TOC__</div>
{{See also|Submarines}}
The NPC in charge of selling '''Submarines''' wears a Boiler Suit with a submarine icon above them. 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 [[Campaign#Outpost Terminal|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.
= Submarines =
{| class="wikitable sortable" style="width: 72%;"
{{Main|Submarines}}
! rowspan="1" style="width: 11%;"| Sub 
The NPC in charge of selling '''Submarines''' wears a Boiler Suit with a [[File:PurchaseSub Icon.png|24px]] submarine icon above them. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall.
! colspan="1" style="width: 8%;"| Class
 
! colspan="1" | Description
When interacting with them, an interface similar to the [[Campaign#Outpost Terminal|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).
! colspan="1" style="width: 10%;"| Price
 
|-
= Improvement =
|- id = "Azimuth"
Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the Chief Mechanic at any station, who is usually in the station engineering section with the reactor and the oxygen generator. They can be seen wearing Outpost Dweller's Attire with an [[File:Upgrade Icon.png|24px]] Upgrade icon above them.  
| align="center" |'''Azimuth'''
| align="center" |Scout
| align="left" |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.
| align="center" |10,000 mk
|- id = "Dugong"
| align="center" |'''Dugong'''
| align="center" |Scout
| align="left" |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.
| align="center" |6,000 mk
|- id = "Orca"
| align="center" |'''Orca'''
| align="center" |Scout
| align="left" |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.
| align="center" |9,000 mk
|- id = "Humpback"
| align="center" |'''Humpback'''
| align="center" |Attack
| align="left" |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.
| align="center" |7,800 mk
|- id = "Kastrull"
| align="center" |'''Kastrull'''
| align="center" |Attack
| align="left" |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.
| align="center" |21,000 mk
|- id = "Typhon"
| align="center" |'''Typhon'''
| align="center" |Attack
| align="left" |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.
| align="center" |11,500 mk
|- id = "Typhon 2"
| align="center" |'''Typhon 2'''
| align="center" |Attack
| align="left" |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.
| align="center" |20,000 mk
|- id = "Berilia"
| align="center" |'''Berilia'''
| align="center" |Transport
| align="left" |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.
| align="center" |15,326 mk
|- id = "R-29 "Big Rig""
| align="center" |'''R-29 "Big Rig"'''
| align="center" |Transport
| align="left" |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.
| align="center" |14,500 mk
|- id = "Remora"
| align="center" |'''Remora'''
| align="center" |Deep diver
| align="left" |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.
| align="center" |16,000 mk
|}
=Improvement=
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. They can be seen wearing a Crew Chief's Outfit with an Upgrade icon above them.  


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.
The Chief Mechanic 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. The Chief Mechanic 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.
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 Chief Mechanic 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.
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==
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.


'''The following tables show all values regarding each Upgrade in different Upgrade categories at 0 RP.'''<!--random change just to force update-->
== Upgrades ==
===Hulls===
There are 13 item categories that can be upgraded, each with one or more upgrades and each upgrade having one or more levels. There are a total of 20 unique upgrades across all parts.<br>
{{UpgradeTable
Upgrades can have differing maximum levels, base prices and price increase percentages. Additionally, added in {{v|0.19.7.0}}, some upgrade levels will require a certain tier or class of submarine.
|upgradeposition = single
 
|upgradename = Tougher Hulls
Purchased upgrade levels are kept when switching to a new submarine. When switching to a submarine using the "Transfer Items" option, all of the items inside the submarine (placed items such as [[Wiring Components]], [[Small Planter Box]]es, [[Portable Pump]]s and [[Makeshift Shelves]] have to be detached first) will be transferred over to the new submarine. Items will be sorted into containers using [[Autofill Tags]], otherwise they will be dropped on the floor of the Cargo room.
|description = Increase submarine hull durability and crush depth.  
 
|effectsperlevel = +10% Durability<br>+5% Crush depth
Downgrading to a lower tier sub keeps the ownership of upgrade levels above the allowed maximum for that tier, but restricts the effects of those upgrades to the tier's maximum level.<br>
|baseprice = 2000
For example, if a crew is currently using a tier 3 submarine and has the "Enhanced Battery Capacity" upgrade at level 3 (+60% Max Charge), they can switch to a tier 2 submarine, and will still own level 3 of that upgrade, but only have the effects of the level 2 upgrade (+40% Max Charge).<br>
|increaselow = 15
The same applies for switching submarine classes.
|increasehigh = 25
 
|maxlevel = 10
'''NOTE: Upgrade prices in the tables below are displayed at 0 RP.'''
|effect1 = Durability
=== Batteries ===
|effect2 = Crush Depth
====[[File:Upgrade Enhanced Battery Capacity.png|48px]] Enhanced Battery Capacity ====
|effect1perlvl = 10
<span style="color:#808080"><small>ID: <code>increasebatterycapacity</code></small></span>
|effect2perlvl = 5
''<pre>Increase maximum energy storage capacity.</pre>''
{{Upgrade
| effect1 = Max Charge
 
| maxlevel = 3
| tier1max = 1
| tier2max = 2
 
| effect1increase = 20
 
| baseprice    = 2000
| increaselow  = 0
| increasehigh = 200
}}
}}
===Junction Boxes===
 
{{UpgradeTable
====[[File:Upgrade Enhanced Battery Charging.png|48px]] Enhanced Battery Charging ====
|upgradeposition = first
<span style="color:#808080"><small>ID: <code>increasebatteryrechargespeed</code></small></span>
|upgradename = Fire Resistance
''<pre>Increase maximum recharge rate.</pre>''
|description = Decrease the probability of fires occurring.  
{{Upgrade
|effectsperlevel = -3%
| effect1 = Max Charge Rate
|baseprice = 1000
 
|increaselow = 15
| maxlevel = 3
|increasehigh = 20
| tier1max = 1
|maxlevel = 5
| tier2max = 2
|effect1 = Fire Probability
 
|effect1perlvl = -3
| effect1increase = 10
}}{{UpgradeTable
 
|upgradeposition = last
| baseprice    = 2000
|upgradename = Enhanced Resistors
| increaselow  = 0
|description = Resist damage from excessive voltage.
| increasehigh = 200
|effectsperlevel = +2%
|baseprice = 1500
|increaselow = 10
|increasehigh = 15
|maxlevel = 10
|effect1 = Excessive Voltage<br>Resistance
|effect1perlvl = 2
}}
}}
===Pumps===
 
{{UpgradeTable
=== Deconstructors ===
|upgradeposition = first
====[[File:Upgrade Quicker Deconstruction.png|48px]] Quicker Deconstruction ====
|upgradename = Faster Pumps
<span style="color:#808080"><small>ID: <code>decreasedeconstructiontime</code></small></span>
|description = Increase the speed at which water is pumped in or out of the sub.
''<pre>Items will be deconstructed faster. Power usage increased slightly.</pre>''
|effectsperlevel = +5%
{{Upgrade
|baseprice = 2000
| effect1 = Deconstruction Speed
|increaselow = 15
| effect2 = Power Consumption
|increasehigh = 25
 
|maxlevel = 10
| maxlevel = 3
|effect1 = Pump Speed
| tier1max = 1
|effect1perlvl = 5
| tier2max = 2
}}{{UpgradeTable
 
|upgradeposition = last
| effect1increase = 30
|upgradename = Energy Efficiency
| effect2increase = 5
|description = Decrease power consumption.
 
|effectsperlevel = -1%
| baseprice    = 1500
|baseprice = 1000
| increaselow  = 0
|increaselow = 15
| increasehigh = 200
|increasehigh = 20
|maxlevel = 10
|effect1 = Power Consumption
|effect1perlvl = -1
}}
}}
===Supercapacitors===
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
{{UpgradeTable
 
|upgradeposition = first
=== Electrical Repairs ===
|upgradename = Enhanced Supercapacitor Capacity
====[[File:Upgrade Enhanced Durability.png|48px]] Enhanced Durability ====
|description = Increase maximum energy storage capacity.
<span style="color:#808080"><small>ID: <code>increasemaxcondition</code></small></span>
|effectsperlevel = +5%
''<pre>Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.</pre>''
|baseprice = 2000
{{Upgrade
|increaselow = 20
| effect1 = Max Condition
|increasehigh = 25
 
|maxlevel = 5
| maxlevel = 3
|effect1 = Pump Speed
| tier1max = 1
|effect1perlvl = 5
| tier2max = 2
}}{{UpgradeTable
 
|upgradeposition = last
| effect1increase = 20
|upgradename = Enhanced Battery Charging
 
|description = Increase maximum recharge rate.
| baseprice    = 1500
|effectsperlevel = +5%
| increaselow  = 0
|baseprice = 2000
| increasehigh = 200
|increaselow = 20
|increasehigh = 25
|maxlevel = 5
|effect1 = Charge Rate
|effect1perlvl = +5
}}
}}
===Batteries===
 
{{UpgradeTable
====[[File:Upgrade Modular Repairs.png|48px]] Modular Repairs ====
|upgradeposition = first
<span style="color:#808080"><small>ID: <code>decreaselowskillfixduration</code></small></span>
|upgradename = Enhanced Battery Capacity
''<pre>Decrease the amount of time and skill needed to repair equipment.</pre>''
|description = Increase maximum energy storage capacity.
{{Upgrade
|effectsperlevel = +5%
| effect1 = Unskilled Repair Duration
|baseprice = 2000
| effect2 = Required Skill Level
|increaselow = 20
 
|increasehigh = 25
| maxlevel = 3
|maxlevel = 5
| tier1max = 1
|effect1 = Pump Speed
| tier2max = 2
|effect1perlvl = 5
 
}}{{UpgradeTable
| effect1increase = -10
|upgradeposition = last
| effect2increase = -10
|upgradename = Enhanced Battery Charging
 
|description = Increase maximum recharge rate.
| baseprice   = 1000
|effectsperlevel = +5%
| increaselow = 0
|baseprice = 2000
| increasehigh = 200
|increaselow = 20
|increasehigh = 25
|maxlevel = 5
|effect1 = Charge Rate
|effect1perlvl = +5
}}
}}
===Fabricators===
 
{{UpgradeTable
=== Engines ===
|upgradeposition = first
====[[File:Upgrade Engine Power.png|48px]] Engine Power ====
|upgradename = Quicker Fabrication
<span style="color:#808080"><small>ID: <code>increaseenginemaxforce</code></small></span>
|description = Decrease the time needed to fabricate items.
''<pre>Increase maximum speed.</pre>''
|effectsperlevel = -5%
{{Upgrade
|baseprice = 1500
| effect1 = Max Force
|increaselow = 10
 
|increasehigh = 15
| maxlevel = 3
|maxlevel = 10
| tier1max = 1
|effect1 = Fabrication Time
| tier2max = 2
|effect1perlvl = -5
 
}}{{UpgradeTable
| effect1increase = 8
|upgradename = Simplified Fabrication
 
|description = Lower the skill levels required for item fabrication.
| baseprice   = 2500
|effectsperlevel = -3%
| increaselow = 0
|baseprice = 2000
| increasehigh = 200
|increaselow = 20
|increasehigh = 25
|maxlevel = 5
|effect1 = Required Skill
|effect1perlvl = -3
}}{{UpgradeTable
|upgradeposition = last
|upgradename = Energy Efficiency
|description = Decrease power consumption.
|effectsperlevel = -1%
|baseprice = 1000
|increaselow = 15
|increasehigh = 20
|maxlevel = 10
|effect1 = Power Consumption
|effect1perlvl = -1
}}
}}
Note: "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
=== Fabricators ===
====[[File:Upgrade Quicker Fabrication.png|48px]] Quicker Fabrication ====
<span style="color:#808080"><small>ID: <code>increasefabricationspeed</code></small></span>
''<pre>Decrease the time needed to fabricate items, but increase power usage.</pre>''
{{Upgrade
| effect1 = Fabrication Speed
| effect2 = Power Consumption
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = 30
| effect2increase = 5


===Deconstructors===
| baseprice   = 2000
{{UpgradeTable
| increaselow = 0
|upgradeposition = first
| increasehigh = 200
|upgradename = Quicker Deconstruction
|description = Decrease the time needed to deconstruct items.
|effectsperlevel = -5%
|baseprice = 1500
|increaselow = 10
|increasehigh = 15
|maxlevel = 10
|effect1 = Deconstruction Time
|effect1perlvl = -5
}}{{UpgradeTable
|upgradeposition = last
|upgradename = Energy Efficiency
|description = Decrease power consumption.
|effectsperlevel = -1%
|baseprice = 1000
|increaselow = 15
|increasehigh = 20
|maxlevel = 10
|effect1 = Power Consumption
|effect1perlvl = -1
}}
}}
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
=== Hulls ===
====[[File:Upgrade Hull Reinforcements.png|48px]] Hull Reinforcements ====
<span style="color:#808080"><small>ID: <code>increasewallhealth</code></small></span>
''<pre>Increase submarine hull durability. Makes the walls less vulnerable to damage and allows the submarine to dive deeper without getting crushed by pressure.</pre>''
{{Upgrade
| effect1 = Max Wall Health
| effect2 = Crush Depth
| maxlevel = 6
| tier1max = 2
| tier2max = 4
| effect1increase = 20
| effect2increase = 14
| effect2value = 3500
| effect2unit = m


===Weapons===
| baseprice   = 2000
{{UpgradeTable
| increaselow = 0
|upgradeposition = first
| increasehigh = 400
|upgradename = Quicker Guns
|description = Increase the rotation speed of Coilguns and Railguns when operated by insufficiently skilled crew.
|effectsperlevel = +10%
|baseprice = 1000
|increaselow = 20
|increasehigh = 25
|maxlevel = 10
|effect1 = Rotation Speed
|effect1perlvl = 10
}}{{UpgradeTable
|upgradename = Enhanced Periscopes
|description = Increase the view range and light range of all weapons.
|effectsperlevel = +2% View range<br>+8% Light range
|baseprice = 4000
|increaselow = 15
|increasehigh = 20
|maxlevel = 5
|effect1 = View Range
|effect1perlvl = 2
|effect2 = Light Range
|effect2perlvl = 8
}}{{UpgradeTable
|upgradeposition = last
|upgradename = Energy Efficiency
|description = Decrease power consumption.
|effectsperlevel = -5%
|baseprice = 1500
|increaselow = 15
|increasehigh = 20
|maxlevel = 5
|effect1 = Power Consumption
|effect1perlvl = -5
}}
}}
Note: Hull upgrades require resources in addition to Marks.<br>Level 1 and 2 upgrades require 5x {{hl|Steel Bar|20px|s=s}} each, level 3 and 4 require 5x {{hl|Titanium-Aluminum Alloy|20px}} each and level 5 and 6 require 5x {{hl|Physicorium Bar|20px|s=s}} each.
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
=== Junction Boxes ===
====[[File:Upgrade Enhanced Resistors.png|48px]] Enhanced Resistors ====
<span style="color:#808080"><small>ID: <code>increaseovervoltageresistance</code></small></span>
''<pre>Resist damage from excessive voltage. Decrease the probability of fires occurring.</pre>''
{{Upgrade
| effect1 = <span class="explain" title="Only when reaching 0% condition while overvolting.">Fire Probability</span>
| effect2 = Overload <span class="explain" title="Power/Load">Voltage</span>
| maxlevel = 3
| tier1max = 1
| tier2max = 2


===Loaders===
| effect1increase = -10
'''Loaders''' do not have any unique Upgrades, only general Machine Repairs Upgrades.
| effect2increase = 10


===Engines===
| baseprice   = 2000
{{UpgradeTable
| increaselow = 0
|upgradeposition = first
| increasehigh = 200
|upgradename = Engine Power
|description = Increase maximum submarine speed.
|effectsperlevel = 5%
|baseprice = 3500
|increaselow = 15
|increasehigh = 20
|maxlevel = 5
|effect1 = Sub Speed
|effect1perlvl = 5
}}{{UpgradeTable
|upgradeposition = last
|upgradename = Energy Efficiency
|description = Decrease power consumption.
|effectsperlevel = -1%
|baseprice = 1000
|increaselow = 15
|increasehigh = 20
|maxlevel = 10
|effect1 = Power Consumption
|effect1perlvl = -1
}}
}}


===Reactors===
=== Mechanical Repairs ===
{{UpgradeTable
====[[File:Upgrade Enhanced Durability.png|48px]] Enhanced Durability ====
|upgradeposition = first
<span style="color:#808080"><small>ID: <code>increasemaxcondition</code></small></span>
|upgradename = Reactor Efficiency
''<pre>Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.</pre>''
|description = Increase reactor power output.
{{Upgrade
|effectsperlevel = +2%
| effect1 = Max Condition
|baseprice = 2500
 
|increaselow = 15
| maxlevel = 3
|increasehigh = 20
| tier1max = 1
|maxlevel = 5
| tier2max = 2
|effect1 = Power Output
 
|effect1perlvl = 2
| effect1increase = 20
}}{{UpgradeTable
 
|upgradename = Fuel Efficiency
| baseprice   = 1500
|description = Decrease fuel consumption rate.
| increaselow = 0
|effectsperlevel = -7%
| increasehigh = 200
|baseprice = 1500
|increaselow = 20
|increasehigh = 25
|maxlevel = 10
|effect1 = Fuel Consumption
|effect1perlvl = -7
}}{{UpgradeTable
|upgradeposition = last
|upgradename = Thermal Tolerance
|description = Increase the time reactors can stay at critical temperature before meltdown.
|effectsperlevel = +10%
|baseprice = 1000
|increaselow = 10
|increasehigh = 15
|maxlevel = 10
|effect1 = Time Before Meltdown
|effect1perlvl = 10
}}
}}


===Monitors===
====[[File:Upgrade Modular Repairs.png|48px]] Modular Repairs ====
'''Monitors''' do not have any unique Upgrades, only general Machine Repairs Upgrades.
<span style="color:#808080"><small>ID: <code>decreaselowskillfixduration</code></small></span>
''<pre>Decrease the amount of time and skill needed to repair equipment.</pre>''
{{Upgrade
| effect1 = Unskilled Repair Duration
| effect2 = Required Skill Level
 
| maxlevel = 3
| tier1max = 1
| tier2max = 2
 
| effect1increase = -10
| effect2increase = -10


===Oxygen Generators===
| baseprice   = 1000
{{UpgradeTable
| increaselow = 0
|upgradeposition = first
| increasehigh = 200
|upgradename = Oxygen Generator Efficiency
|description = Increase the amount of oxygen generated.
|effectsperlevel = +5%
|baseprice = 2000
|increaselow = 10
|increasehigh = 15
|maxlevel = 5
|effect1 = Oxygen Generated
|effect1perlvl = 5
}}{{UpgradeTable
|upgradeposition = last
|upgradename = Energy Efficiency
|description = Decrease power consumption.
|effectsperlevel = -1%
|baseprice = 1000
|increaselow = 15
|increasehigh = 20
|maxlevel = 10
|effect1 = Power Consumption
|effect1perlvl = -1
}}
}}


===Machine Repairs Upgrades===
=== Monitors ===
These are available for all Upgrade categories except for Hulls and Weapons.
====[[File:Upgrade Mineral Scanner.png|48px]] Mineral Scanner ====
{{UpgradeTable
<span style="color:#808080"><small>ID: <code>enablemineralscanner</code></small></span>
|upgradeposition = first
''<pre>Displays locations of minerals on Navigation Terminals and Sonar Monitors.</pre>''
|upgradename = Enhanced Durability
{| style="text-align:center; width:25%"
|description = Equipment will take longer to start deteriorating.
! Level
|effectsperlevel = +5%
! Mineral Scanner
|baseprice = 2000
! Price
|increaselow = 10
|-
|increasehigh = 20
| 1
|maxlevel = 10
| Available for <span class="explain" title="Includes navigation terminals.">all terminals</span>.
|effect1 = Deterioration Delay
| 2000 mk
|effect1perlvl = 5
|}
}}{{UpgradeTable
Note: Only "Scout" and "Transport" class submarines can recieve this upgrade.
|upgradename = Enhanced Redundant Systems
 
|description = Equipment will deteriorate more slowly.
=== Pumps ===
|effectsperlevel = -5%
====[[File:Upgrade Efficient Pumps.png|48px]] Efficient Pumps ====
|baseprice = 2000
<span style="color:#808080"><small>ID: <code>increasemaxpumpflow</code></small></span>
|increaselow = 10
''<pre>Increase the speed at which water is pumped in or out of the sub. Decreases pumps' power consumption.</pre>''
|increasehigh = 20
{{Upgrade
|maxlevel = 10
| effect1 = Max Flow Rate
|effect1 = Deterioration Speed
| effect2 = Power Consumption
|effect1perlvl = -5
 
}}{{UpgradeTable
| maxlevel = 3
|upgradename = Quicker Repairs
| tier1max = 1
|description = Decrease the amount of time needed to repair equipment when unskilled.
| tier2max = 2
|effectsperlevel = 5%
 
|baseprice = 1000
| effect1increase = 10
|increaselow = 10
| effect2increase = -5
|increasehigh = 15
 
|maxlevel = 5
| baseprice    = 3000
|effect1 = Repair Speed
| increaselow  = 0
|effect1perlvl = 5
| increasehigh = 200
}}{{UpgradeTable
}}
|upgradeposition = last
 
|upgradename = Simplified Repairs
=== Reactors ===
|description = Decrease the skill level required to repair items.
====[[File:Upgrade Reactor Efficiency.png|48px]] Reactor Efficiency ====
|effectsperlevel = -5%
<span style="color:#808080"><small>ID: <code>increasereactoroutput</code></small></span>
|baseprice = 1500
''<pre>Increase reactor power output.</pre>''
|increaselow = 10
{{Upgrade
|increasehigh = 15
| effect1 = Max Power Output
|maxlevel = 5
 
|effect1 = Required Skill
| maxlevel = 3
|effect1perlvl = -5
| tier1max = 1
| tier2max = 2
 
| effect1increase = 3
 
| baseprice   = 2000
| increaselow = 0
| increasehigh = 200
}}
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
* Stacks multiplicatively with [[Buzzin']].
 
====[[File:Upgrade Upgraded Cooling Rods.png|48px]] Upgraded Cooling Rods ====
<span style="color:#808080"><small>ID: <code>decreasefuelconsumption</code></small></span>
''<pre>Decrease fuel consumption rate. Increase the time reactors can stay at critical temperature before meltdown.</pre>''
{{Upgrade
| effect1 = Max Fuel Consumption Rate
| effect2 = Meltdown Delay
 
| maxlevel = 3
| tier1max = 1
| tier2max = 2
 
| effect1increase = -20
| effect2increase = 20
 
| baseprice   = 2000
| increaselow = 0
| increasehigh = 200
}}
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
 
=== Supercapacitors ===
====[[File:Upgrade Enhanced Supercapacitor Capacity.png|48px]] Enhanced Supercapacitor Capacity ====
<span style="color:#808080"><small>ID: <code>increasesupercapacitorcapacity</code></small></span>
''<pre>Increase maximum energy storage capacity.</pre>''
{{Upgrade
| effect1 = Max Charge
 
| maxlevel = 3
| tier1max = 1
| tier2max = 2
 
| effect1increase = 10
 
| baseprice   = 2000
| increaselow = 0
| increasehigh = 200
}}
 
====[[File:Upgrade Enhanced Supercapacitor Charging.png|48px]] Enhanced Supercapacitor Charging ====
<span style="color:#808080"><small>ID: <code>increasesupercapacitorrechargespeed</code></small></span>
''<pre>Increase maximum recharge rate.</pre>''
{{Upgrade
| effect1 = Max Charge Rate
 
| maxlevel = 3
| tier1max = 1
| tier2max = 2
 
| effect1increase = 10
 
| baseprice    = 2000
| increaselow  = 0
| increasehigh = 200
}}
}}


==Maintenance==
=== Weapons ===
====[[File:Upgrade Energy Efficiency.png|48px]] Energy Efficiency ====
<span style="color:#808080"><small>ID: <code>turretdecreasepowerconsumption</code></small></span>
''<pre>Reduce power consumption.</pre>''
{{Upgrade
| effect1 = Power Consumption
 
| maxlevel = 3
| tier1max = 1
| tier2max = 2
 
| effect1increase = -8
 
| baseprice    = 1500
| increaselow  = 0
| increasehigh = 200
}}
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
 
====[[File:Upgrade Enhanced Periscopes.png|48px]] Enhanced Periscopes ====
<span style="color:#808080"><small>ID: <code>turretincreaseoffsetonselected</code></small></span>
''<pre>Increase the view range of all weapons.</pre>''
{{Upgrade
| effect1 = View Distance
| effect2 = Light Range
 
| maxlevel = 3
| tier1max = 1
| tier2max = 2
 
| effect1increase = 4
| effect2increase = 16
 
| baseprice    = 2000
| increaselow  = 0
| increasehigh = 200
}}
Note: "Attack" and "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
 
====[[File:Upgrade Quicker Guns.png|48px]] Quicker Guns ====
<span style="color:#808080"><small>ID: <code>turretincreaserotationlowskill</code></small></span>
''<pre>Increase the rotation rate of all guns when operated by insufficiently skilled crew.</pre>''
{{Upgrade
| effect1 = Unskilled Rotation Speed
 
| maxlevel = 3
| tier1max = 1
| tier2max = 2
 
| effect1increase = 20
 
| baseprice    = 1500
| increaselow  = 0
| increasehigh = 200
}}
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
 
==== Weapon Customization ====
Turrets can be swapped out for other turrets. Large/small turrets cannot be interchanged.
{| style="width:25%"
! colspan="2" | Small Turrets
! colspan="2" | Large Turrets
|-
| [[File:Turret Hardpoint.png|128px|center]] || [[Turret Hardpoint]]
| [[File:Large Turret Hardpoint.png|128px|center]] || [[Large Turret Hardpoint]]
|-
| [[File:Coilgun.png|128px|center]] || [[Coilgun]]
| [[File:Double Coilgun.png|128px|center]] || [[Double Coilgun]]
|-
| [[File:Chaingun.png|128px|center]] || [[Chaingun]]
| [[File:Flak Cannon.png|128px|center]] || [[Flak Cannon]]
|-
| [[File:Pulse Laser.png|128px|center]] || [[Pulse Laser]]
| [[File:Railgun.png|128px|center]] || [[Railgun]]
|}
 
== Maintenance ==
{{main|Maintenance}}
 
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.
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.


Line 428: Line 440:
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.
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.
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 repair cost depends on the amount of damage to walls/devices. The cost to repair walls and items is capped at 600 and 2,000 marks respectively. 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 and maximum cost.


The price of the services is shown below at 0 RP.
{| class="wikitable sortable" style="width: 22%;"
{| class="wikitable sortable" style="width: 22%;"
! rowspan="1" | Service   
! rowspan="1" | Service   
Line 437: Line 450:
|- id = "Repair All Walls"
|- id = "Repair All Walls"
| align="left" |[[File:Maintenance Repair All Walls.png|60px]] '''Repair All Walls'''
| align="left" |[[File:Maintenance Repair All Walls.png|60px]] '''Repair All Walls'''
| align="center" |500 mk
| align="center" |600 mk
|- id = "Repair All Items"
|- id = "Repair All Items"
| align="left" |[[File:Maintenance Repair All Items.png|60px]] '''Repair All Items'''
| align="left" |[[File:Maintenance Repair All Items.png|60px]] '''Repair All Items'''
| align="center" |500 mk
| align="center" |2,000 mk
|- id = "Replace Lost Shuttles"
|- id = "Replace Lost Shuttles"
| align="left" |[[File:Maintenance Replace Lost Shuttles.png|60px]] '''Replace Lost Shuttles'''
| align="left" |[[File:Maintenance Replace Lost Shuttles.png|60px]] '''Replace Lost Shuttles'''
Line 446: Line 459:
|}
|}


{{Game Mechanics nav}}
[[Category:Campaign]]
[[Category:Campaign]]

Latest revision as of 15:42, 19 March 2024

Data is potentially outdated
Last updated for version 0.15.13.0
The current game version is 1.2.8.0
Notes: The sections "Submarines", "Improvement" and "Maintenance" still need to be updated.
See also: Campaign

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

Submarines

Main article: Submarines


The NPC in charge of selling Submarines wears a Boiler Suit with a submarine icon above them. 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).

Improvement

Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the Chief Mechanic at any station, who is usually in the station engineering section with the reactor and the oxygen generator. They can be seen wearing Outpost Dweller's Attire with an Upgrade icon above them.

The Chief Mechanic 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. The Chief Mechanic 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 Chief Mechanic 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

There are 13 item categories that can be upgraded, each with one or more upgrades and each upgrade having one or more levels. There are a total of 20 unique upgrades across all parts.
Upgrades can have differing maximum levels, base prices and price increase percentages. Additionally, added in 0.19.7.0, some upgrade levels will require a certain tier or class of submarine.

Purchased upgrade levels are kept when switching to a new submarine. When switching to a submarine using the "Transfer Items" option, all of the items inside the submarine (placed items such as Wiring Components, Small Planter Boxes, Portable Pumps and Makeshift Shelves have to be detached first) will be transferred over to the new submarine. Items will be sorted into containers using Autofill Tags, otherwise they will be dropped on the floor of the Cargo room.

Downgrading to a lower tier sub keeps the ownership of upgrade levels above the allowed maximum for that tier, but restricts the effects of those upgrades to the tier's maximum level.
For example, if a crew is currently using a tier 3 submarine and has the "Enhanced Battery Capacity" upgrade at level 3 (+60% Max Charge), they can switch to a tier 2 submarine, and will still own level 3 of that upgrade, but only have the effects of the level 2 upgrade (+40% Max Charge).
The same applies for switching submarine classes.

NOTE: Upgrade prices in the tables below are displayed at 0 RP.

Batteries

Enhanced Battery Capacity

ID: increasebatterycapacity

Increase maximum energy storage capacity.
Level Tier Max Charge Price
1 1 +20%  2,000 mk
2 2 +40%  3,333 mk
3 3 +60%  4,666 mk

Enhanced Battery Charging

ID: increasebatteryrechargespeed

Increase maximum recharge rate.
Level Tier Max Charge Rate Price
1 1 +10%  2,000 mk
2 2 +20%  3,333 mk
3 3 +30%  4,666 mk

Deconstructors

Quicker Deconstruction

ID: decreasedeconstructiontime

Items will be deconstructed faster. Power usage increased slightly.
Level Tier Deconstruction Speed Power Consumption Price
1 1 +30%  +5%  1,500 mk
2 2 +60%  +10%  2,500 mk
3 3 +90%  +15%  3,499 mk

Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Electrical Repairs

Enhanced Durability

ID: increasemaxcondition

Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.
Level Tier Max Condition Price
1 1 +20%  1,500 mk
2 2 +40%  2,500 mk
3 3 +60%  3,499 mk

Modular Repairs

ID: decreaselowskillfixduration

Decrease the amount of time and skill needed to repair equipment.
Level Tier Unskilled Repair Duration Required Skill Level Price
1 1 -10%  -10%  1,000 mk
2 2 -20%  -20%  1,666 mk
3 3 -30%  -30%  2,333 mk

Engines

Engine Power

ID: increaseenginemaxforce

Increase maximum speed.
Level Tier Max Force Price
1 1 +8%  2,500 mk
2 2 +16%  4,166 mk
3 3 +24%  5,833 mk

Note: "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Fabricators

Quicker Fabrication

ID: increasefabricationspeed

Decrease the time needed to fabricate items, but increase power usage.
Level Tier Fabrication Speed Power Consumption Price
1 1 +30%  +5%  2,000 mk
2 2 +60%  +10%  3,333 mk
3 3 +90%  +15%  4,666 mk

Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Hulls

Hull Reinforcements

ID: increasewallhealth

Increase submarine hull durability. Makes the walls less vulnerable to damage and allows the submarine to dive deeper without getting crushed by pressure.
Level Tier Max Wall Health Crush Depth Price
1 1 +20%  +14% (3990m) 2,000 mk
2 1 +40%  +28% (4480m) 3,333 mk
3 2 +60%  +42% (4970m) 4,666 mk
4 2 +80%  +56% (5460m) 6,000 mk
5 3 +100%  +70% (5950m) 7,333 mk
6 3 +120%  +84% (6440m) 8,666 mk

Note: Hull upgrades require resources in addition to Marks.
Level 1 and 2 upgrades require 5x Steel Bars each, level 3 and 4 require 5x Titanium-Aluminum Alloy each and level 5 and 6 require 5x Physicorium Bars each.

Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Junction Boxes

Enhanced Resistors

ID: increaseovervoltageresistance

Resist damage from excessive voltage. Decrease the probability of fires occurring.
Level Tier Fire Probability Overload Voltage Price
1 1 -10%  +10%  2,000 mk
2 2 -20%  +20%  3,333 mk
3 3 -30%  +30%  4,666 mk

Mechanical Repairs

Enhanced Durability

ID: increasemaxcondition

Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.
Level Tier Max Condition Price
1 1 +20%  1,500 mk
2 2 +40%  2,500 mk
3 3 +60%  3,499 mk

Modular Repairs

ID: decreaselowskillfixduration

Decrease the amount of time and skill needed to repair equipment.
Level Tier Unskilled Repair Duration Required Skill Level Price
1 1 -10%  -10%  1,000 mk
2 2 -20%  -20%  1,666 mk
3 3 -30%  -30%  2,333 mk

Monitors

Mineral Scanner

ID: enablemineralscanner

Displays locations of minerals on Navigation Terminals and Sonar Monitors.
Level Mineral Scanner Price
1 Available for all terminals. 2000 mk

Note: Only "Scout" and "Transport" class submarines can recieve this upgrade.

Pumps

Efficient Pumps

ID: increasemaxpumpflow

Increase the speed at which water is pumped in or out of the sub. Decreases pumps' power consumption.
Level Tier Max Flow Rate Power Consumption Price
1 1 +10%  -5%  3,000 mk
2 2 +20%  -10%  5,000 mk
3 3 +30%  -15%  6,999 mk

Reactors

Reactor Efficiency

ID: increasereactoroutput

Increase reactor power output.
Level Tier Max Power Output Price
1 1 +3%  2,000 mk
2 2 +6%  3,333 mk
3 3 +9%  4,666 mk

Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

  • Stacks multiplicatively with Buzzin'.

Upgraded Cooling Rods

ID: decreasefuelconsumption

Decrease fuel consumption rate. Increase the time reactors can stay at critical temperature before meltdown.
Level Tier Max Fuel Consumption Rate Meltdown Delay Price
1 1 -20%  +20%  2,000 mk
2 2 -40%  +40%  3,333 mk
3 3 -60%  +60%  4,666 mk

Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Supercapacitors

Enhanced Supercapacitor Capacity

ID: increasesupercapacitorcapacity

Increase maximum energy storage capacity.
Level Tier Max Charge Price
1 1 +10%  2,000 mk
2 2 +20%  3,333 mk
3 3 +30%  4,666 mk

Enhanced Supercapacitor Charging

ID: increasesupercapacitorrechargespeed

Increase maximum recharge rate.
Level Tier Max Charge Rate Price
1 1 +10%  2,000 mk
2 2 +20%  3,333 mk
3 3 +30%  4,666 mk

Weapons

Energy Efficiency

ID: turretdecreasepowerconsumption

Reduce power consumption.
Level Tier Power Consumption Price
1 1 -8%  1,500 mk
2 2 -16%  2,500 mk
3 3 -24%  3,499 mk

Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Enhanced Periscopes

ID: turretincreaseoffsetonselected

Increase the view range of all weapons.
Level Tier View Distance Light Range Price
1 1 +4%  +16%  2,000 mk
2 2 +8%  +32%  3,333 mk
3 3 +12%  +48%  4,666 mk

Note: "Attack" and "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Quicker Guns

ID: turretincreaserotationlowskill

Increase the rotation rate of all guns when operated by insufficiently skilled crew.
Level Tier Unskilled Rotation Speed Price
1 1 +20%  1,500 mk
2 2 +40%  2,500 mk
3 3 +60%  3,499 mk

Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Weapon Customization

Turrets can be swapped out for other turrets. Large/small turrets cannot be interchanged.

Small Turrets Large Turrets
Turret Hardpoint
Large Turret Hardpoint
Coilgun
Double Coilgun
Chaingun
Flak Cannon
Pulse Laser
Railgun

Maintenance

Main article: Maintenance


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 repair cost depends on the amount of damage to walls/devices. The cost to repair walls and items is capped at 600 and 2,000 marks respectively. 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 and maximum cost.

Service Price
Repair All Walls 600 mk
Repair All Items 2,000 mk
Replace Lost Shuttles 1,000 mk
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