0% found this document useful (0 votes)
169 views20 pages

Barotrauma Manual

The document is an outdated and un-official guide for the video game Barotrauma, created by a user named 1.10e+25 Worms. It covers various aspects of the game including basic controls, job roles, equipment, and preparation tips for gameplay. The guide also highlights the importance of understanding submarine systems and how to address in-game emergencies.

Uploaded by

jamesedwin9200
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
169 views20 pages

Barotrauma Manual

The document is an outdated and un-official guide for the video game Barotrauma, created by a user named 1.10e+25 Worms. It covers various aspects of the game including basic controls, job roles, equipment, and preparation tips for gameplay. The guide also highlights the importance of understanding submarine systems and how to address in-game emergencies.

Uploaded by

jamesedwin9200
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

Install Steam login | language

STORE COMMUNITY ABOUT SUPPORT

Barotrauma Store Page

All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews

Barotrauma > Guides > 1.10e+25 Worms's Guides

The Un-Official Guide On Everything Barotrauma


By 1.10e+25 Worms 279 ratings

Not really good anymore, best not read it...

2 14 4 2

Award Favorite Share

CREATED BY
Attention:
1.10e+25 Worms
In-Game
This guide really old and outdated, a lot of stuff has changed since Stationeers
this was last written. Also some of the information is just wrong
(because I am dumb (and lazy))
Category: Achievements, Characters,
Classes, Co-op, Crafting, Game Modes,
The Literal Basics Gameplay Basics, Loot, Maps or Levels,
Multiplayer, Secrets, Walkthroughs,
Honestly if you don't know this stuff then maybe play the tutorial. Weapons

Languages: English
Welcome! Welcome to Barotrauma, you have chosen or been
chosen to play our finest video games. I like Barotrauma so much
that I have decided to make a guide, in the steam guide section so Posted Aug 7, 2019 @ 4:45am

thoughtfully provided by our lord Gaben. Im proud to call Updated Jun 30, 2021 @ 7:21pm

Barotrauma one of my favorite games. And so whether you're here


to play or just looking at guides. Welcome to Barotrauma. Its wetter 23,072 Unique Visitors
here. 446 Current Favorites

This is what your computer monitor could look like if you are in a game of Barotrauma
GUIDE INDEX

Overview

Attention:

The Literal Basics

Jobs

Assistant

Captain

Engineer

Mechanic

Medical Doctor

Security Officer

Tools

CONTROLS: Item capacity

Preparation And Things to know


You can move the player character left by pressing "A" Preparing Yourself Before Departure
You can move the player character right by pressing "D"
You can move the player character up ladders and stairs by pressing "W" Sub Preparations Before You Can Go
You can move the player character down ladders and stairs by pressing "S" Mining for dummies

You can move faster by holding the "Shift" key The Ruins And Artifacts

The Submarines systems


Interacting with objects:
Bad Situations

You can Interact with most objects by pressing the "Left mouse button" which is the left most Fixing Submarine Related Screw Ups
button on the top of the mouse. Fixing Creature Related Screw Ups (sma…

here is an object you can interact with: Fixing Creature Related Screw Ups (me…

Creature Related Screw Ups (large creat…

Engineering Basics

Running The Reactor, or ''The big spicy …

Crafting
Medical Basics

CPR

Health Scanner HUD

Medicine

Opiates

Bandages and Blood

Cures

Afflictions

Afflictions Part Two

Treating Afflictions

Dealing With Griefers/Trolls

What to do

Comments
by pressing the "left mouse button" you can open the objects "UI" ("user interface")

Some objects like doors or buttons instead of opening the "UI" it may activate the object. In this
case it opens/closes the door.

Using items

You can use some items but you need to hold them. You can hold them by pressing the button
above them or double clicking them (pressing the left mouse button twice very fast). To use most
items hold the "right mouse button" (the right most button on the top of the mouse) down and
press or hold the "left mouse button".

A picture of me holding a gun.

A picture of me shooting the gun by holding the "right mouse button" and pressing the "left
mouse button".
Moving items

You can put items into your inventory or into other inventories by holding the "Left Mouse
Button" and moving the item into a inventory spot.

You can also wear some items by moving the item into one of the body spots.

Jobs
This section is about the jobs in Barotrauma.

Assistant
What an assistant does:
An assistant does jobs people need help with ex: fixing junction boxes or fighting creatures
.

Skills:
Weapons: 15 - 25
Mechanical Engineering: 15 - 25

Electrical Engineering: 15 - 25

Initiative: 65 - 100

Medical: 15 - 25

Helm: 12 - 15

Equipment:
Assistant Clothes

Wrench

Screwdriver

Captain
What a captain does:
A captain pilots the submarine and commands their crew

Skills:
Helm: 40 - 50

Initiative: 50 - 100

Weapons: 25 - 35

Mechanical Engineering: 15 - 25

Electrical Engineering: 15 - 25

Medical: 5 - 10

Equipment
Veteran
Veteran's Cap

Veteran's Uniform

Revolver

Revolver Round x6

Captain's Pipe

Renegade

Renegade's Hat

Renegade's Jacket

Revolver

Revolver Round x6

Admiral

Admiral's Hat

Admiral's Uniform

Stun Baton

Battery Cell

Harmonica

Engineer
What an engineer does:
An engineer fixes electrical systems and manages the reactor
Skills:
Electrical Engineering: 40 - 50

Initiative: 50 - 100

Mechanical Engineering: 25 - 35

Weapons: 15 - 25

Medical: 15 - 25

Helm: 5 - 10

Equipment
Nuclear Engineer
Toolbox

Wrench

Screwdriver

Fuel Rod

Hazmat Suit

Electrical Engineer

Tool Box

Screwdriver

Red Wire

Blue Wire

Orange Wire

Button

FPGA Circuit

Relay Component

Engineers Jumpsuit

Mechanic
What a mechanic does:
The mechanics job is to keep mechanical devices repaired and to fabricate things.

Skills:
Mechanical Engineering: 40 - 50

Initiative: 50 - 100

Electrical Engineering: 25 - 35

Weapons: 15 - 25

Medical: 15 - 25
Helm: 5 - 10

Equipment:
Welder
Toolbox

Wrench

Welding Tool

Welding Fuel Tank

Plasma Cutter

Screwdriver

Baseball Cap

Boiler Suit

Fabricator

Toolbox

Wrench

Screwdriver

Welding Tool

Welding Fuel

Plastic

Steel Bar

Aluminium

Crowbar

Baseball Cap

Mechanics Jumpsuit

Medical Doctor
What a medical doctor does :
The medic main job is to keep the crew in good heath. And to help people in need of medical
assistance.

Skills:
Medical: 40 - 50

Initiative: 70 - 100

Weapons: 15 - 25

Mechanical Engineering: 15 - 25

Electrical Engineering: 15 - 25

Helm: 5 - 10

Equipment:
First Responder
Medics Fatigues

Health Scanner HUD

Blood Pack

Syringe Gun

Bandage

Broad Spectrum Antibiotics


Morphine

Pharmacologist

Doctors Uniform

Saline

Blood Pack

Naloxlone

Medical Scanner HUD

Syringe Gun

Blood Pack

Morphine

Tonic Liquid

Security Officer
What a security officer does:
A security officer attacks intruders, detains traitors, and uses the coil-guns and rail-guns to
defend the submarine.

Skills:
Weapons: 50 - 60

Initiative: 50 - 100

Medical: 30 - 40

Mechanical Engineering: 10 - 20

Electrical Engineering: 10 - 20

Helm: 10 - 20

Equipment:
Commando
Commando's Uniform

SMG

SMG Magazine

Diving Knife

Anabolic Steroids

Bandages

Body Armor

Ballistic Helmet

Peace Keeper

Stun Gun

Stun Gun Dart x2

Stun Baton

Battery

Hand Cuffs

Bandages

Body Armor

Riot Helmet
Gunner

Gunners Uniform

Revolver

Revolver Round

Wrench

Bandages

Body Armor

Gunner's Helmet

Tools
Screwdriver:

The screwdriver is used to fix electrical devices and rewire some objects.

Wrench:

The wrench is used to fix mechanical devices and remove some items from walls.

Crowbar:

The crowbar is used to pry open or close doors, hatches, and ducts.

Toolbox:

The toolbox is the most robust tool. It is used to store up to 12 items at once.

Welding Tool:

The welding tool is used to repair damage to walls, floors, and doors/hatches/ducts. If a
door/hatch/duct is not damaged the door/hatch/duct will start to be welded so that it cant be
opened or closed. The welding tool uses welding fuel to work, attempting to use oxygen tanks
will cause an explosion.

Plasma Cutter:

The plasma cutter is used to damage walls, floors, and doors/hatches/ducts. It will also un-weld
doors/hatches/ducts. The plasma cutter uses oxygen tanks to work, attempting to use welding
fuel will cause an explosion.

Item capacity
What is item capacity

item 'capacity' is how 'full' or how many uses something has. In game some items such as oxygen
tanks and fuel rods will have a meter at the bottom that measures how full it is.

Examples of items with capacity:

Containers: some items like toolboxes can contain other items.

Empty containers will have a black capacity meter. As the container fills up the capacity meter
will turn red then to green and fill up to the right. once the container is completely full the meter
will be completely green and fully filled.

'consumables': some items like oxygen tanks, medicine, and batteries, can be 'consumed'.
Consumable items will decrease in capacity as they are used.
An example of this is using an oxygen tank in a dive mask to breath, or using morphine to heal.
Consumables with full capacity won't display a meter, but once they are used they will display a
meter. As the capacity decreases the meter will go from green to red and empty to the left, then
once its completely empty it will have a black meter. Try not to confuse full items with empty
items as they look similar.

special meters: some containers, like guns and diving masks, have special meters. These meters
are similar to the previous meters, but will look different and will always display.

Items like diving masks and headsets, the meter displays how much capacity is left in the
consumable it is using. For items like revolvers and syringe guns, the meter displays how much
ammo is left, similar to container meters.

Preparation And Things to know


In this section I will go over preparation and what to know.

Preparing Yourself Before Departure


tip: carry things in tool boxes to save space)

General situations

screwdriver
wrench
crowbar
breathing mask
plasma cutter
welder
water scooter
sonar beacon
handheld sonar
flashlight
oxygen tank
battery

Medic:

2 morphine or fentinol
2 blood packs or saline
2 plastiseal, bandages, or antibiotic glue
extra diving mask
anabolic steroids
naloxone

Security guard:

stun baton
extra battery
handcuffs
a ranged weapon
2 morphine
2 bandages
Saline
anabolic steroids

Sub Preparations Before You Can Go


Sub Preperations:
Make sure harmful cargo is in a safe spot

Turn On reactor
Charge Batterys
Charge Capacitors
Load Coilguns
Load Railgun shells with explosive
Load The Rail gun with the shells
Fix Any Damage if there is any
Put Empty Oxygen tanks In Oxygen Generator
Turn on sonar

Mining for dummies


supplies:
plasma cutter

extra oxygen about 3

a handheld sonar

extra batteries about 2

a weapon

water scooter thingy

a tool box to hold oxygen/batteries

a tool box for ore and plants

How to mine:
step one: have a crew that knows you're mining.

step two: make sure the submarine is parked so it does not move.

step three: go out the airlock, find the ground, and start looking for ore and medical supplies

step four: mine it with your plasma cutter or pick it.

step five: now that your inventory is full of loot come back to the sub and drop it off.

step seven: if you've gotten what you want you can deconstruct it or go get more.

The Ruins And Artifacts


Gear:
extra oxygen x3
extra batterys x3
underwater scooter
plasma cutter (if you dont have one)
welder (if you dont have one) If you use a shuttle
morphine
bandages
meth
blood packs
hand held sonar (not a sonar beacon)
a weapon
sonar beacon

How to go about exploring said ruins:

First you need to have the submarine parked on auto pilot before you go out of the sub.

Second you need to locate the infrasonic signal on your hand held sonar and head to in on
the outside of the ruins.

Third find the wall where the door to the artifact is and cut it open. (the one that is smooth
not bumpy)

Fourth head back to the sub.

Fifth leave the artifact in the airlock OR put it in the artifact containment if there is one. Not
anywhere else but the airlock/containment. You can NOT put it in the ballast, or ANYWHERE
ELSE BUT THE AIRLOCK/CONTAINMENT. no matter how much you think you can you can't.

The Submarines systems


Major systems:
Reactor: the main power source on most subs this is a necessity to fix if damaged

Batteries: the backup power on most subs but is way more important than the reactor in
emergencies

Bilge pumps: these are here to drain the submarine of water

Oxygen generator: This gives you oxygen

Fabricator/Deconstructor: these fabricate and deconstruct things

Minor systems:

Engine: this makes you move left and right

ballast: this makes you move up and down

navigation terminals: this controls the subs movements

Status terminals: this shows you where the sub is flooded where oxygen is, and where there
are hull breaches

medical fabricator: is used to make medicine, poisons and compound N


Coilguns, railguns, and super capacitors: used to kill creatures and enemy subs.

Bad Situations
(this is best to worst situation)

1. you have damaged minor equipment.

2. you have broken minor equipment.

3. you have damaged major equipment.

4.you have broken equipment.

5.you have hull damage.

6. you have major flooding.

7. 2,3,4,5,6 have occured.

8.the reactor is out of fuel.

9. the batterys and reactor are gone.

10. a crew that doesn't know how to play.

Fixing Submarine Related Screw Ups


(tip: Assess the source of damage and stop it first!)

(for 1,2,3,4,5 just go about repairing them with the tools necessary.)

major flooding: you need to drain out the water via pumps. opening doors and hatches can
help to drain faster. remember to fix hulls and pumps to make the draining faster.

Fires:you have 3 ways to put out a fire 1. fire extinguisher 2. water 3. remove the oxygen.
Only water can put out thermal artifact fires.

you're going into the abyss:drain all the water out, before the depth meter hits 2000m.

The reactor is out of fuel:


FIRST VERY IMPORTANT THING: unwire the all the batteries output power, this is very
important as some submarines (the default ones) have batteries wired to the main power
grid and they will run out very fast!.
Secondly wire a battery to the deconstructor and deconstruct empty fuel rods to get lead
and steel. Then unwire the deconstructor.
Third mine or find uranium ore, thorium ore, or fulgerium from some alien items.
Fourth rewire the deconstructor and deconstruct the ore to get uranium, thorium, or
fulgerium. Then unwire again.
Fifth wire one battery to the fabricator and put steel, lead, and uranium, thorium, or
fulgerium. Then craft the respective fuel rod.

CONGRATULATIONS YOU DID SOMETHING I'VE NEVER WITNESSED BUT HAVE DONE MY
SELF! Until the admin spawned fuel rods

Fixing Creature Related Screw Ups (small creatures)


Crawlers: Crawlers have low heath and low damage but in large groups they can be very
deadly

Weak points: none


Health: 50
Damage: 10, stuns, causes bleeding
Structure Damage: 3

mudraptors: mudraptors have relatively high health and damage. they can also break hulls
and doors with ease so be careful. a stun stick and/or gun is strongly recommended.

Weak points: belly


Health: 120
Damage: 20, stuns, causes bleeding
Structure Damage, 5

For Mantis[es]?: While not seen in standard game play they still exist. they are over twice as
strong as a mudraptor and are faster. it is necessary you have a strong gun and a stun stick
to kill these.

Weak points: belly


Health: 200
Damage: 50, stuns, causes bleeding
Structure Damage: 20

husk outbreak: a heath scanner is very helpful. you're going to need to kill the husks or
contain them. if you're bit there is a chance to survive without a proper cure. you'll need to
get broad spectrum antibiotics and inject them into yourself. if there is a dead husk (a proper
one not a player) you can salvage the husk eggs off of it and mix it with stabilizine to make
the husk cure. if it is player caused there is a chance that the player still has the husk eggs
on them.

Weak points: none


Health: 100
Damage: 10, stuns, causes bleeding, causes husk infection
Structure Damage: 30

fractal guardians: Only spawning in ruins they almost are never seen attacking sub. but they
are still very dangerous to players exploring ruins. a stun stick is recommended to deal with
them as guns and harpoon guns are not very effective against them.

Weak points: none


Health: 800 - 500
Damage: 50 - 30, Stuns
Force: 10 - 0
Hammerhead Spawn: Hammerhead spawn are rather harmless to subs and more deadly to
divers. Comes from dead hammerhead matriarchs .

Weakpoints: none
Health: 5
Damage: 10, stuns

Leucocyte: Leucocytes spawn in wrecks infected with a thalamus. they can overwhelm
players very fast and cause paralysis.

Weak points: none


Health: 25
Damage: unknown

Terminal Cell: From further tests terminal cells spawn from thalamus harpoons. When killing
them it is advised to use ranged weapons due to them exploding on death and paralysis.

Weak points: none


Health: 10
Structure damage: 100?
Force: 5?

Fixing Creature Related Screw Ups (medium creatures)


These are the more formidable creatures of the deep and coilguns/railguns are basically required
to kill them

Tiger Thresher: these are the most common medium creature. they do damage to hulls and can
kill a player very quick. its best to use a coilgun to kill these but a harpoon gun can kill them to if
required.

Weak point: none


Health: 150
Damage: 20, causes bleeding
Structure Damage: 20

Bone Thresher: these are the second most common medium creature. they spawn with tiger
threshers and can to major damage to hulls. they are also alot stronger and take around 3 railgun
shells to kill. coilguns or railguns are strongly advised as a player will be almost killed instantly.

Weak point: belly


Health: 300
Damage: 25, causes bleeding
Structure Damage: 20

Hammer head: these are the third most common medium creature. hammer heads can quickly
damage a sub and are fast. the hammer head also can kill players very fast to. railguns or
coilguns are recommended to kill them. they also have a buff/weakness they are completely deaf
relying on sight alone so turning off lights outside the sub can help avoid them, but this also
means decoys also don't work on them so don't use them.

Weak points: Body


Health: 250
Damage: 50, stuns
Structure Damage: 20 - 10
Watcher: personally I've NEVER seen one (because they don't spawn). the watcher is a special
case where shooting it is worse than ignoring it. this is because they don't attack subs and
players unless they are attacked. Instead of attacking they watch the sub just floating around
looking through windows. but if they are attacked oh boy are you screwed railguns are basically
required to kill this creature.

Weak points: tentacles


Health: 1000
Damage: 200
Force: 20

Carrier: only being seen in salvaging a derelict missions. they are not much of a problem for most
people. but rare does not mean weak. it seems to be a nibbler infected with Velonaceps Calyx. a
rail gun is strongly recommended as it has lots of heath and armor.

Weak points: limbs? the weird black spikes i think :/


Health: 1000
Damage: 100
Force: 20

Golden Hammerhead: the golden hammer head is a rare varient of hammer head. Being the
fastest and doing structure damage. But having lower health than a regular hammerhead.

Weakpoints: body
Health: 200
Damage: 50 - 0, stuns, causes bleeding
Structure Damage: 75 - 10

Creature Related Screw Ups (large creatures)


these are the strongest creatures and railguns are required for the stronger ones.

Moloch: one of the most common of the large creatures. The molochs travel usually travel in
groups and emit loud groans. They can inflict very heavy damage to submarines and cause huge
breaches, but they are quite slow and most subs can out run them. If a moloch attacks your sub
and you can't run aim for the belly the thick armor makes it almost impossible to damage. usually
one railgun shell can kill a moloch.

weakpoint: belly
Health: 850 - 1,000
Damage: 200
Force: 400

Black Molich: Like a molich but black and causes emps, i really dont know much besides this so
yeah.

Health: 1000

Baby Molich: THE SCREAMS THE SCREAMS THERE IN MY HEAD AAAAAAAAAAAAA. KILL THE
PINK ♥♥♥♥♥ THEY JUST SCREAM AND SCREAM AAAAAAAAAAAAAAAA.

Health: 100

Just imagine this sound but hundreds of time at once:

YouTube™ Video: Pepe the Frog doing REEEE for 10 hours


Views: 11,530,514
1 hour version: https://goo.gl/9HNE9p 10 hours videos playlist:
https://goo.gl/i2XJgP Subscribe for more videos: https://goo.gl/uyyn1Z TF2
videos: https://goo.gl/Ms0icv Reee is a free sound effect to...

Coelanth: one of the harder to find creatures in Europa... because it does not spawn. the coelanth
is the (second) fastest creature in the sea and will always target players over a sub. while not
inflicting as much damage as most creatures the damage it can do can still destroy a sub in the
abyss. The main weakness is its low heath, it only takes a couple harpoon shots.

weakpoint: none
Health: 100
Damage: 200, causes bleeding
Structure Damage: 150

Charybdis: the strongest in my opinion. The Charybdis is faster, has more health, and does more
dps than a Moloch. there is no reason to fight a Charybdis unless its for survival. if you encounter
this monster turn off sonar and drop a decoy. Railguns are really the only thing going to kill a
Charybdis.

weakpoint: none
Health: 1,000
Damage: 0-30, causes bleeding
Structure Damage: 10 - 30
Force: 30

Endworm: the Endworm is the biggest and does the most damage out of all the creatures, but is
the slowest and can't spawn in the wild. There is no killing it besides like 5 nuke shells.

weakpoint: none
Health: 10,000
Damage: 30, stuns
Structure Damage: 500

Hammerhead Matriarch: The hammerhead matriarch is one of the "easiest" to kill of the large
creatures as it can be killed by a coil gun. when it dies it releases a bunch of hammerhead spawn.

weakpoint: head
Health: 400
Damage: ?

Thalamus: The thalamus is not a standard creature as it infects wrecked submarines. When a
submarine or player approaches the thalamus infected sub it will release luecocytes, and fire the
submarines guns. If a submarine gets close enough the thalamus will shoot grappling hooks and
bring the sub down to its harpoon. The only way to make the thalamus release its grip is the kill it
or plasma cut the tentacles. Then the harpoon will pierce the submarines hull and release
terminal cells. Inside the infected sub there will be 3 things: the thalamus brain, the thalamus
organs, and luecocyte spawner thingys, and the thalamus ammo sac. If the brain is killed the
thalamus will die along with any luecocytes. Organ sacs can be broken to get some loot.

A thalamus grappling an un-lucky sub:


.
Thalamus parts:

Engineering Basics
This section will go over engineering

Running The Reactor, or ''The big spicy death box that gives us power"
This is the nuclear reactor

As you can see it is a nuclear reactor.

In this section i will go over how not to turn your submarine into 'Chernobyl 2 Nuclear Fire
Boogaloo'.

This is the reactor display:

.
On the reactor display there is:

Power Button,
Automatic Control Toggle,
Fuel Rod Container,
Critical warnings,
other warnings,
Fission rate meter,
Fission rate controls,
Turbine output meter,
Turbine output controls,
Reactor temperature,
Reactor Output,
Power Load,
And Output vs Load Graph.

Yeah I know it is A LOT of things to take in, but do not worry! Running the reactor is as easy as
pressing a button!

Starting up the reactor

The easiest way to start up the reactor:

Step one: Turn on the power


Step two: Turn on automatic control
Step three: insert a fuel rod

See easy

Now the faster way to start up the reactor:

Step one: Turn on the power


Step two: raise the turbine output so it is in the green
Step three: insert a fuel rod
Step four: turn on automatic control

See also very easy!

Manual Control

Getting good at manual reactor control is when engi-children become engi-adults. The main
advantage of manual control is more efficient power, and faster reaction time to power surges.

Now to run the reactor manually.

First off tell EVERYONE that you are going to run the reactor manually!

Now to start off put in one fuel rod into the reactor. Then turn it on, make sure to turn off
automatic controls. Use the 'W' and 'S' keys to raise the turbine output into the green. Then use
the 'A' and 'D' keys to SLOWLY raise the fission rate until the reactor temperature is between the
arrows (preferably on top of the bottom arrows).

The reactor should now be generating power! keep adjusting the fission rate, so that the
temperature does not to high or low. And keep adjusting the turbine output so that it is in the
green, make sure that it does not go double or half the load.

In the case that the load is changing a lot, put it in the yellow close the middle of the fluctuation.

DO NOT LEAVE THE REACTOR! IF YOU MUST TURN ON AUTOMATIC CONTROL!

The 'best' but hardest way

The best way to run the reactor is with 4 fuel rods on manual.

Having 4 fuel rods is more efficient. This is because more fuel rods means more heat for the
same fission rate. So you can get away with way less fission rate for the same temperature. And
the smaller the fission rate the less the fuel rods are consumed.
Manual control is required because automatic control gets very funky when it comes to
controlling the heat, but also because you can keep the fission rate lower.

now to start the reactor this way:

MAKE SURE TO TELL EVERYONE THAT YOU ARE GOING TO DO THIS!

Make sure that automatic controls are off. Then put 4 rods into the reactor, and turn the power
on. Then adjust the turbine output so that it is in the green. Now S L O W L Y turn up the fission
rate and watch the temperature carefully because it will rise quickly.

The reactor should now be generating power. Keep adjusting the fission rate, so that the
temperature is on top of the bottom arrow. Make sure to also adjust the turbine output so that it
is on the lower side of the green.

In the case that the load is changing a lot, put it in the yellow close the middle of the fluctuation.

DO NOT EVER LEAVE THE REACTOR! IF YOU REALLY NEED TO TURN ON AUTOMATIC
CONTROL AND TRY TO GET BACK TO IT VERY SOON!

Crafting
This is the fabricator:

The fabricator is where most items are crafted. Some items require enough skill points to craft at
max speed.

Basic Crafting Materials:

Iron:

Iron is one of the more common materials used in crafting. It is mostly used to craft steel and
tools. It is most commonly acquired from iron ore.

carbon:

Carbon is one of more common materials used in crafting. It is mostly used to craft steel and
plastic. It is most commonly acquired from diamond.

Aluminum:

Aluminum is mostly used to craft tanks, and coil-gun ammo. It is acquired from some minerals
like chamosite.

Lead:

Lead is mostly used to craft fuel rods. It is mostly acquired from galena.

Silicon:

Silicon is mostly used to craft plastic. It is mostly acquired from quartz.

Steel Bar:

Steel Bars are used in most crafting recipes.

Recipe:
1 Iron
1 Carbon

Time: 4 seconds
Skill: 20 Mechanical Engineering

Plastic:

Plastic is used in most crafting recipes.

Recipe:
1 Carbon
1 Silicon

Time: 4 seconds
Skill: 20 Mechanical Engineering
Medical Basics
Firstly treat the people with the worst afflictions THAT INCLUDES
YOU if you are bleeding out or suffocating treat yourself.

.
Secondly if they are unconscious and especially if they are underwater you should put a diving
mask on them as it will prevent oxygen low from getting worse. Then get them away from water,
fires, creatures, or anything dangerous if possible. You may need to preform CPR, see the CPR
section.

Treat the afflictions they have in order of worst affliction to best affliction, OR the fastest growing
source of damage! It will overrule anything above in treatment order (ex. heavy bleeding and
blood loss will kill faster than oxygen low) a health scanner HUD can really help with this.

TIP: Anabolic steroids are a huge help when dealing with patients that are very damaged! Since
they decrease the amount of damage required to go unconscious and die by a LOT! Even patients
with almost no health left can go back to conscious! Just keep in mind that they give psychosis!

Healing People:

To heal people you can press [H] on them. this will open a menu that will show: The patients
name and profession, a body, limbs with afflictions, a list with all the afflictions on a limb, the
patients health, a heart rate monitor, a CPR button, suitable treatment methods, and the damage
an affliction is doing and the severity along with a description. To treat an affliction just click the
limb its effecting, and double click a medicine in your hot bar. I go over this in a little depth in the
afflictions section.

CPR
CPR is used to keep someone from dying if they are no longer breathing. This will only work in
some cases though!

You might also like