Ballast Flora
Data is up-to-date | |
Last updated for version 1.2.6.0 Last mentioned in changelog 1.2.6.0 The current game version is 1.5.9.2 Notes: Outdated media. |
Ballast Flora are a parasitic organism that take root in the ballast Pumps and quickly grow into the rest of the submarine.
A ballast flora infection has chance of taking root when pumping water in and the submarine is in a colony of ballast flora spores.
Mechanics
There is a 5% chance of infection per second while the submarine is near spores & a ballast pump is pumping in water. The spores are faintly visible on sonar, and are visible to the naked eye as blooming green spores in the water. All ballasts should be checked by the crew whenever the submarine moves through a spore cloud.
Ballast Flora hijacks the submarine's hatches, doors, and pumps to protect itself and harm players. Growing and potentially draining power, until attacked.
Installation | Effect |
---|---|
Pumps | If powered, pumps in water when attacked. |
Doors/hatch | Close the door/hatch when attacked. |
Batteries/Junction box | Adds 100-700 extra load per box/drain per battery & store power.
Uses stored power to accelerate growth when attacked. |
Walls | Releases acidic gas that deals Acid Burn damage to humans when attacked. |
Removal
A video detailing one removal method of ballast flora using a Welding Tool.
Ballast Flora is destroyed when the root, which resides inside the original infected pump is destroyed. It can be damaged with Explosives, Flamers, Plasma Cutters, Welding Tools, Prototype Steam Cannons, and Fire, but will defend itself after being attacked by releasing toxic gas which causes Acid Burn , as well as by controlling pumps to pump in more water and closing doors and hatches to shield itself or trap an unlucky Human inside a room filled with toxic gas.
- The root has 200 health, and its branches have 50.
- The Acid Burn can be partially resisted by wearing a Safety Harness, Diving Suit or other burn-resistant clothing.
- Ballast Flora takes half damage when in water, for this reason its advised to pump out all of the water from the affected ballast, then cut power to the pump to prevent the Ballast Flora from flooding the room once its attacked.
Weapons capable of damaging the Ballast Flora
Item | Triggers | Ballast Flora Damage | Structure Damage | Afflictions | Notes |
---|---|---|---|---|---|
Ancient Weapon |
30/s | ||||
Flamer |
25/s | ||||
Prototype Steam Cannon |
20/s | ||||
Plasma Cutter |
10/s | ||||
Welding Tool |
10/s | ||||
Frag Grenade |
Explosion (7.5m): 100
|
Explosion (7.5m): 20
|
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Incendium Grenade |
Explosion (5m): 100
|
Sets fire to a 3 meter area.
| |||
Molotov Cocktail |
Impact: over 5 m/s.
|
Explosion (5m): 200
|
Sets fire to a 4 meter area.
| ||
Nitroglycerin |
Detonators
Railgun Shells Depth Charges Impact: over 6m/s. Fire: -50 condition/s Triggered by explosions |
Explosion (3m): 60
|
Explosion (3m): 90
|
Explosion (3m): Burn (10)* (20% chance) Deep Tissue Injury (75)* Stun (5)* Bleeding (20)* (5% chance) |
|
Rapid Fissile Accelerator |
Explosion (1.25m): 50
|
Impact: 35
|
Deep Tissue Injury (50)* Radiation Sickness (25)* Stun (0.5)* Explosion (1.25m): Burn (25)* Radiation Sickness (80)* Stun (1)* |
||
C-4 Block |
Explosion (7.5m): 200
|
Explosion (7.5m): 300
|
Explosion (7.5m): Deep Tissue Injury (250)* Burn (30)* (20% chance) Bleeding (40)* (5% chance) Stun (10)* |
||
C-4 Block (VIP) |
Explosion (7.5m): 200
|
Explosion (7.5m): 300
|
Explosion (7.5m): Deep Tissue Injury (250)* Burn (30)* (20% chance) Bleeding (40)* (5% chance) Stun (10)* |
||
Compound N |
Explosion (5m): 100
|
Explosion (5m): 150
|
Explosion (5m): Deep Tissue Injury (125)* Burn (15)* (20% chance) Bleeding (40)* (5% chance) Stun (7)* |
||
Dirty Bomb |
Explosion (2.5m): 50
|
Explosion (2.5m): 90
|
Explosion (2.5m): Deep Tissue Injury (50)* Burn (5)* (20% chance) Bleeding (20)* (5% chance) Stun (3)* |
Leaves a radiation After Effect.
Emits an EMP in a 15 meter radius. | |
IC-4 Block |
Explosion (7.5m): 150
|
Explosion (7.5m): 50
|
Sets fire to a 5 meter area.
| ||
Modified Dirty Bomb |
Explosion (2.5m): 50
|
Explosion (2.5m): 90
|
Explosion (2.5m): Deep Tissue Injury (50)* Burn (5)* (20% chance) Bleeding (20)* (5% chance) Stun (3)* |
Leaves a radiation After Effect.
Emits an EMP in a 15 meter radius. | |
Ticking Time Bomb |
Explosion (5m): 300
|
Explosion (5m): 300
|
Explosion (5m): Deep Tissue Injury (200)* Burn (200)* Bleeding (40)* (5% chance) Stun (10)* Stun (30)* |
||
Ticking Time Bomb (Exposed) |
Explosion (5m): 300
|
Explosion (5m): 300
|
Explosion (5m): Deep Tissue Injury (200)* Burn (200)* Bleeding (40)* (5% chance) Stun (10)* Stun (30)* |
||
Ticking Time Bomb (Powered) |
Explosion (5m): 300
|
Explosion (5m): 300
|
Explosion (5m): Deep Tissue Injury (200)* Burn (200)* Bleeding (40)* (5% chance) Stun (10)* Stun (30)* |
||
UEX |
Explosion (5m): 100
|
Explosion (5m): 150
|
Explosion (5m): Deep Tissue Injury (125)* Burn (15)* (20% chance) Bleeding (40)* (5% chance) Stun (7)* |
||
Volatile Compound N |
Detonators
Railgun Shells Depth Charges Fire: -50 condition/s Time: -0.04 condition/s Impact: -20 condition (over 2m/s). Triggered by explosions |
Explosion (5m): 100
|
Explosion (5m): 150
|
Explosion (5m): Deep Tissue Injury (150)* Burn (20)* (20% chance) Bleeding (50)* (5% chance) Stun (8)* |
Explodes 41m 40s after being fabricated.
|
40mm Grenade |
Explosion (3m): 80
|
Impact: 40 Explosion (3m): 20
|
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40mm Mini Nuke |
Explosion (5m): 300
|
Impact: 40 Explosion (5m): 300
|
Deep Tissue Injury (100)* Burn (100)* Bleeding (50)* Stun (5)* Explosion (5m): Deep Tissue Injury (200)* Burn (200)* Bleeding (40)* (5% chance) Stun (10)* Radiation Sickness (30)* |
Emits an EMP in a 10 meter radius.
| |
Explosive Harpoon |
Explosion (2m): 50
|
Impact: 20 Explosion (2m): 10
|
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Explosive Slug |
Explosion (0.7m): 50
|
Impact: 20 Explosion (0.7m): 8
|
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Flash Powder |
Explosion (2.5m): 20
|
||||
Incendium Crystal |
Explosion (2.5m): 50
|
Explosion (2.5m): 4
|
Sets fire to a 0.1 meter area.
| ||
Incendium Fuel Tank |
Fire: - 10 condition/s
Misfuel: explodes after 1 second when used in a Plasma Cutter. |
Explosion (1.5m): 50
|
|||
Liquid Oxygenite |
Explosion (2m): 50
|
Explosion (2m): 10
|
Due to its explosive nature it can be used offensively when loaded into a Syringe Gun or an Advanced Syringe Gun.
| ||
Lithium |
Water: 3 second delay. Resets if no longer in water.
|
Explosion (1.5m): 20
|
If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact.
| ||
Oxygenite Shard |
Explosion (2m): 30
|
Explosion (2m): 20
|
|||
Potassium |
Water: 3 second delay. Resets if no longer in water.
|
Explosion (1.5m): 20
|
If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact.
| ||
Sodium |
Water: 3 second delay. Resets if no longer in water.
|
Explosion (1.5m): 20
|
If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact.
|
Item | Ballast Flora Damage | Structure Damage | Afflictions | Notes |
---|---|---|---|---|
Pulse Laser Fuel Box |
Explosion (1.5m): 50
|
Impact: 5 Explosion (1.5m): 10
|
||
Pulse Tri-Laser Fuel Box |
Explosion (1m): 105 (3 projectiles x 35)
|
Impact: 15 (3 projectiles x 5) Explosion (1m): 15 (3 projectiles x 5)
|
Explosion (1m): |
Fires 3 lasers in a fixed spread.
|
Depth Charge Shell |
Explosion (7m): 150
|
Explosion (7m): 175
|
Can contain 1 small item that is used upon impact
| |
Nuclear Depth Charge |
Explosion (15m): 1000
|
Explosion (15m): 600
|
Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (500)* (5% chance) Stun (30)* |
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference. |
Nuclear Depth Decoy |
Explosion (15m): 1000
|
Explosion (15m): 600
|
Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (500)* (5% chance) Stun (30)* |
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference. Attracts creatures. |
Nuclear Shell |
Explosion (15m): 1000
|
Impact: 100 Explosion (15m): 600
|
Deep Tissue Injury (250)* Bleeding (50)* Stun (15)* Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (40)* (5% chance) Stun (30)* |
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference. |
Physicorium Shell |
Explosion (3.5m): 200
|
Impact: 200 Explosion (3.5m): 50
|
Deep Tissue Injury (500)* Bleeding (100)* Stun (15)* Explosion (3.5m): Deep Tissue Injury (250)* Stun (7)* |
Can contain 1 small item that is used upon impact.
|
Railgun Shell |
Explosion (2.5m): 100
|
Impact: 100 Explosion (2.5m): 50
|
Deep Tissue Injury (250)* Bleeding (50)* Stun (15)* Explosion (2.5m): Deep Tissue Injury (250)* Stun (7)* |
Can contain 1 small item that is used upon impact.
|
Trivia
- According to The Europan, Ballast Flora's scientific name is flos navis - latin for "ship flower".
See Also
Media
-
A player in a custom sub surrounded by a colony of Ballast Flora spores.
-
Ballast Flora is faintly visible on the sonar (in this example: light blue dots scattered near the top of the sub)
Biomes | |
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Structures & Locations | |
Entities | |
Plants | |
Minerals |