Starting Supplies: Difference between revisions

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{{Version|0.18.15.0|Check how difficulty for starting items works in non-campaign}}
{{Version|0.18.15.0|Check how difficulty for starting items works in non-campaign}} __NOTOC__
Starting items are a set of items that spawn in a submarine on creation of a new campaign or non-campaign round (sandbox, mission mode, and PVP). The quantity and types of items are defined by game difficulty.<br>
Starting items are a set of items that spawn in a submarine on creation of a new campaign or non-campaign round (sandbox, mission mode, and PVP). The quantity and types of items are defined by game difficulty.<br>
In non-campaign modes, the "Normal" item set is used for spawning.<ref>[https://github.com/Regalis11/Barotrauma/blob/master/Barotrauma/BarotraumaShared/SharedSource/GameSession/AutoItemPlacer.cs#L66-L83 Github - AutoItemPlacer.cs (Shared)]</ref><br>
Items will be spread amongst appropriately [[Autofill Tags|Autofill tagged containers]] if possible, otherwise they will spawn in crate(s) by a (cargo?) spawnpoint.<br>
Items will be spread amongst appropriately [[Autofill Tags|Autofill tagged containers]] if possible, otherwise they will spawn in crate(s) by a (cargo?) spawnpoint.<br>
Additionally, containers and items can spawn additional items in their inventories based on their autofill tags.
Additionally, containers and items can spawn additional items in their inventories based on their autofill tags.
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= References =
<references/>

Revision as of 21:17, 25 July 2022

Data is potentially outdated
Last updated for version 0.18.15.0
The current game version is 1.4.5.0
Notes: Check how difficulty for starting items works in non-campaign

Starting items are a set of items that spawn in a submarine on creation of a new campaign or non-campaign round (sandbox, mission mode, and PVP). The quantity and types of items are defined by game difficulty.
In non-campaign modes, the "Normal" item set is used for spawning.[1]
Items will be spread amongst appropriately Autofill tagged containers if possible, otherwise they will spawn in crate(s) by a (cargo?) spawnpoint.
Additionally, containers and items can spawn additional items in their inventories based on their autofill tags.

High

ID: easy
Item Amount
Welding Tool 3
Welding Fuel Tank 3
Wrench 1
Crowbar 1
Screwdriver 2
Fuel Rod 8
Thorium Fuel Rod 1
Bandage 16
Morphine 16
Saline 16
Calyxanide 3
Haloperidol 2
Naloxone 1
Antirad 1
Anaparalyzant 1
Plasma Cutter 2
Harpoon Gun 2
Stun Baton 1
Diving Knife 1
Revolver 2
Sulphuric Acid 1
Stabilozine 8
Ethanol 2
Opium 2
Broad-spectrum Antibiotics 2
Handheld Sonar 1
Underwater Scooter 1
Flashlight 1
Coilgun Ammunition Box 1
Revolver Round 12

Normal

ID: normal
Item Amount
Welding Tool 2
Welding Fuel Tank 1
Wrench 1
Crowbar 1
Screwdriver 1
Fuel Rod 6
Bandage 8
Morphine 8
Saline 8
Calyxanide 1
Haloperidol 1
Naloxone 1
Antirad 1
Anaparalyzant 1
Plasma Cutter 1
Harpoon Gun 1
Stun Baton 1
Diving Knife 1
Revolver 1
Sulphuric Acid 1
Stabilozine 5
Ethanol 2
Opium 2
Broad-spectrum Antibiotics 2
Handheld Sonar 1
Flashlight 1

Low

ID: hard
Item Amount
Fuel Rods 2
Wrench 1
Crowbar 1
Screwdriver 1
Welding Tool 1
Uranium 2
Lead 2
Steel Bar 2
Diving Knife 1
Bandage 3
Morphine 3
Saline 3

References