Ballast Flora

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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Notes: Outdated media.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

Handheld Weapons
Item Triggers Ballast Flora Damage Structure Damage Afflictions Notes

Ancient Weapon
30/s
 Burn (40)*
 Affects every limb it hits.
 Stun (4)* (15% chance)

Flamer
25/s
 Burn (1.5)*
 Affects every limb it hits.

Prototype Steam Cannon
20/s
 Burn (1.5)*
 Affects every limb it hits.

Plasma Cutter
10/s

Welding Tool
10/s

Frag Grenade
Explosion (7.5m): 100
Explosion (7.5m): 20
Explosion (7.5m):
 Bleeding (100)*
 Bleeding (50)* (10% chance)
 Stun (7)*

Incendium Grenade
Explosion (5m): 100
Explosion (5m):
 Burn (75)*
 Burn (15)* (20% chance)
 Stun (7)*
Sets fire to a 3 meter area.

Molotov Cocktail
Impact: over 5 m/s.
Explosion (5m): 200
Explosion (5m):
 Burn (50)*
 Stun (0.5)*
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)
 Stun (5)*
 Bleeding (20)* (5% chance)

Rapid Fissile Accelerator
Explosion (1.25m): 50
Impact: 35
 Stun (0.5)*
Explosion (1.25m):
 Burn (25)*
 Stun (1)*

C-4 Block
Explosion (7.5m): 200
Explosion (7.5m): 300
Explosion (7.5m):
 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):
 Burn (30)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (10)*

Compound N
Detonators
Railgun Shells
Depth Charges
Fire: -50 condition/s
Triggered by explosions
Explosion (5m): 100
Explosion (5m): 150
Explosion (5m):
 Burn (15)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (7)*

Dirty Bomb
Explosion (2.5m): 50
Explosion (2.5m): 90
Explosion (2.5m):
 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
Detonators
Railgun Shells
Depth Charges
Fire: -50 condition/s
Triggered by explosions
Explosion (7.5m): 150
Explosion (7.5m): 50
Explosion (7.5m):
 Burn (100)*
 Burn (25)* (20% chance)
 Stun (7)*
Sets fire to a 5 meter area.

Modified Dirty Bomb
Explosion (2.5m): 50
Explosion (2.5m): 90
Explosion (2.5m):
 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):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
 Stun (30)*

Ticking Time Bomb (Exposed)
Explosion (5m): 300
Explosion (5m): 300
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
 Stun (30)*

Ticking Time Bomb (Powered)
Explosion (5m): 300
Explosion (5m): 300
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
 Stun (30)*

UEX
Explosion (5m): 100
Explosion (5m): 150
Explosion (5m):
 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):
 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
Explosion (3m):
 Bleeding (400)* (5% chance)
 Burn (100)*
 Stun (5)*

40mm Mini Nuke
Explosion (5m): 300
Impact: 40
Explosion (5m): 300
 Burn (100)*
 Bleeding (50)*
 Stun (5)*
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
Emits an EMP in a 10 meter radius.

Explosive Harpoon
Explosion (2m): 50
Impact: 20
Explosion (2m): 10
Explosion (2m):
 Burn (50)*
 Stun (1.5)*

Explosive Slug
Explosion (0.7m): 50
Impact: 20
Explosion (0.7m): 8
 Bleeding (20)*
 Stun (0.8)*
Explosion (0.7m):
 Burn (60)*

Flash Powder
Railgun Shells
Depth Charges
Impact: over 8m/s.
Fire: -50 condition/s.
Triggered by explosions
Explosion (2.5m): 20
Explosion (2.5m):
 Burn (50)*
 Stun (5)*

Incendium Crystal
Explosion (2.5m): 50
Explosion (2.5m): 4
Explosion (2.5m):
 Burn (50)*
 Stun (5)*
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
Explosion (1.5m):
 Burn (100)*
 Stun (10)*

Liquid Oxygenite
Railgun Shells
Depth Charges
Impact: over 8m/s.
Explosion (2m): 50
Explosion (2m): 10
Explosion (2m):
 Burn (50)*
 Stun (1.5)*
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
Explosion (1.5m):
 Burn (25)*
 Stun (5)*
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
Railgun Shells
Depth Charges
Impact: over 8m/s.
Explosion (2m): 30
Explosion (2m): 20
 Burn (80)*
 Stun (5)*

Potassium
Water: 3 second delay. Resets if no longer in water.
Explosion (1.5m): 20
Explosion (1.5m):
 Burn (25)*
 Stun (5)*
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
Explosion (1.5m):
 Burn (25)*
 Stun (5)*
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.


Submarine Weapons
Item Ballast Flora Damage Structure Damage Afflictions Notes

Pulse Laser Fuel Box
Explosion (1.5m): 50
Impact: 5
Explosion (1.5m): 10
 Stun (0.5)*
Explosion (1.5m):
 Burn (100)*
 Stun (3)*

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)
 Stun (0.9)*
 (3 projectiles x 0.3)
 Deep Tissue Injury (90)*
 (3 projectiles x 30)
Explosion (1m):
 Burn (210)*
 (3 projectiles x 70)
 Stun (6)*
 (3 projectiles x 2)
Fires 3 lasers in a fixed spread.

Depth Charge Shell
Explosion (7m): 150
Explosion (7m): 175
 Burn (15)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (7)*
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)*
 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)*
 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
 Bleeding (50)*
 Stun (15)*
Explosion (15m):
 Deep Tissue Injury (1000)*
 Burn (1000)*
 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
 Bleeding (100)*
 Stun (15)*
Explosion (3.5m):
 Stun (7)*
Can contain 1 small item that is used upon impact.

Railgun Shell
Explosion (2.5m): 100
Impact: 100
Explosion (2.5m): 50
 Bleeding (50)*
 Stun (15)*
Explosion (2.5m):
 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

v · d · e · h

Environment

Biomes
Structures & Locations
Entities
Plants
Minerals