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|Last updated for version 0.21.6.0
Last mentioned in changelog 0.16.6.0
The current game version is 18.104.22.168
Fire deals Burn damage to crew in its range, inflicts damage upon certain Installations, and will rapidly consume oxygen from the room it's in.
Fire will also detonate most Explosives that are nearby and Oxygen Tanks.
Causes of Fire
Fire is typically caused by overvolting Junction Boxes. This tends to result in multiple fires, making these especially hard to deal with.
Thermal artifacts will spawn fire around it. Fires will also occur during Reactor meltdowns.
Flamers can be used to set things aflame, while |Mutated Pomegrenades, Incendium Grenades, and IC-4 create fires upon explosion.
Extingushing a Fire
The Fire Extinguisher is the most obvious tool for the job, however it tends to be slow if the fire is large or if there are many other fires.
Another method for dealing with fires is to remove all oxygen from the fire. This can be done by closing all Doors/Hatches to the room the fire is in and, optionally, turning off the Oxygen Generator.
The last method for dealing with an especially tricky fire is to flood the room with water. This can be accomplished by using a Plasma Cutter to open an external wall that leads into the room in question. This is especially risky however, as the submarine may begin to sink uncontrollably.
Fire Prevention & Damage Control
Since one of the most common ways for fires to start is by overvolting, an easy way to prevent fires from happening is to minimize harsh load drops by piloting the sub slower or purchasing power efficiency Upgrades.
It is also recommended to remove any explosives that are near possible fire starting locations.
Thermal artifacts can be dealt with by putting them in a ballast tank, an Artifact Transport Case or a de-oxygenated room.
Flooding is one of the most dangerous things in Barotrauma. Crewmembers caught in a flood will drown without proper equipment, and may implode if the pressure is high enough.
Flooding will also damage Installations, and detonate any explosives susceptible to water.
Flooding will also make the submarine heavier, leading to less manouverability and potential sinking.
Causes of Flooding
Floods can come from three main sources - Hull breaches, opened Doors/Hatches, and Pumps.
Hull breaches are usually caused by Creatures attacking the sub from outside, and explosions.
Exterior doors/hatches can flood the ship if they are not properly sealed with an airlock setup or if that airlock is miswired, forced open, or breached.
Pumps can flood the ship if they are set to pump into the ship uncontrollably, either through wiring or manual control. Ballast Flora can also hijack pumps to force them to fill the room they are in.
Fixing Breaches & Floods
Breaches and floods can be located by using a Status Monitor set to "General status" mode or a Handheld Status Monitor.
Before going out to fix floods, it is required to put on a Diving Mask, or a Diving Suit if the pressure is too high.
Hull breaches can be fixed with a Welding Tool containing a Welding Fuel Tank, or by purchasing "Repair All Walls" at the Shipyard, although the latter is not recommended as it can be somewhat expensive and can only be purchased at Outposts.
Exterior doors/hatches can be fixed with a Wrench if they have been breached by creatures, or by purchasing "Repair All Items" at the Shipyard, however this is also not recommended for the same reasons as before.
Pumps can be fixed by making sure their wiring is normal, and checking that any Wiring Components connected to it are on their normal settings as well. For manual pumps, the flow rate can be set to a negative value to drain water, or 0% to stop the pump.
Flood Prevention & Damage Control
Hull Breaches can be prevented by making sure explosives are stored in safe places, and that nearby creatures are killed using Submarine Weapons before they can attack the hull. Exterior doors/hatches can be made not to breach in the same way, killing any creatures that happen upon the sub. Pumps can be secured by making sure the ship doesn't drive through ballast flora often, and passing through it as fast as possible if required.
Various installations will gradually deteriorate over time. When reaching 0% condition, an installation will become completely inoperable.
As installations become more damaged, they will become visually broken and some will start to emit smoke.
Most installations can be damaged by explosions, fires and flooding.
Junction Boxes will quickly deteriorate if power production exceeds demand. This is commonly referred to as "overvolting".
Broken Doors/Hatches will let water, air and fire through them as if they were open.
Nuclear Reactors will meltdown and explode when their condition reaches 0% if they have at least 1 fuel rod in them.
Most installations are repairable when under 80% condition. It is recommended to repair things even when they are not at a very low condition, to avoid having to repair during floods, fires or in combat.
Repairs can be performed at any skill level, however they will take more time if the skill requirement of 55 isn't met.
Additionally, repairs made below the skill requirement have a chance to Stun the repairer, and deal one of two types of damage based on the type of installation.
There are two types of installations: Electrical and Mechanical.
Electrical installations require Electrical Skill and a Screwdriver to repair, and deal Burn damage when the skill check is failed.
Electrical installations include: Nuclear Reactors, Navigation Terminals, Shuttle Navigation Terminals, Sonar Monitors, Status Monitors, Junction Boxes, Batteries, and Supercapacitors.
Mechanical installations require Mechanical Skill and a Wrench to repair, and deal Lacerations damage when the skill check is failed.
Mechanical installations include: Doors, Hatches, Loaders, Oxygen Generators, Fabricators, Medical Fabricators, Deconstructors, Shuttle Engines, Engines, Large Engines, Pumps, and Small Pumps.