Shipyard

Last updated for version: 0.10.5.1
Current game version: Go To The Official Barotrauma Wiki

*Main article:* Campaign

The **Shipyard** introduces Submarine customization and progression, which is available in every Outpost.

# Submarine

*See:* Default submarines

The one in charge of selling **Submarines** wears the Boiler Suit and an unpowered Headset with the Sub icon above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank, and 1 Aluminum. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall.

When interacting with them, an interface similar to the Outpost Terminal appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch (This function is identical to the Switch option in the Outpost Terminal). There are 10 vanilla subs available for sale, plus any up to date modded subs the player/host may have installed.

# Improvement

Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator, plus a fabricator can also spawn randomly in this area. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver, and a Toolbox containing the same items as their sub selling partner.

The crew chief offers multiple Upgrades per Upgrade category to further improve them, but each additional Upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. Each sub may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The crew chief also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services.

When purchasing and switching to a new submarine, it will only be delivered and available for use once the crew leaves the Outpost. During this period, the Upgrade interface will become inaccessible as the crew chief isn't able to work on any of the crew's newly purchased subs until they have been delivered.

The pricing of their Upgrades and Maintenance services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, the maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood.

## Upgrades

There are 13 parts of a submarine, each with different types of **Upgrades** and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the second level will cost more than the last by a percentage. Each Upgrade has a different initial and maximum percentage spike in price and depending on the number of levels, the percentage price spike of 2 consecutive levels is different between all Upgrades.

**Upgrade Price Calculation**

An Upgrade has **Y** levels in total and its first level costs **X1** marks, then **X2**, **X3**,... then pre-final level costs **XPre-Max** and final level costs **XMax**. Its initial cost increase is **A%**, maximum cost increase for the last level is **B%** and **Z% = (B% - A%) / Y** is the cost increase between each level. Therefore:

After paying **X1** money for the first level, the second one will cost **X2 = X1 + (A% + Z%)**.
The third level will then cost **X3 = X2 + [A% + (Z% \* 2)]**.
Then the fourth level is **X4 = X3 + [A% + (Z% \* 3)]**, and so on...
Until the final level is **XMax = XPre-Max + (B% - Z%)**.
**NOTE:** Some prices after adding the level's cost increase become decimal numbers. However, the game doesn't take the decimal part into account, but only the whole number part as the actual price, which is then used to add the next level's cost increase. So for instance, even after doing the calculation and the price of a level is X.99 mk (decimal part being 0.99), the actual price that is also displayed in game is just X mk.

The following tables show all values regarding each Upgrade in different Upgrade categories at 0 RP.

### Loaders

◎◎◎◎

**Loaders** do not have any unique Upgrades, only general Machine Repairs Upgrades.

### Monitors

◎◎◎◎

**Monitors** do not have any unique Upgrades, only general Machine Repairs Upgrades.

### Machine Repairs Upgrades

These are available for all Upgrade categories except for Hulls and Weapons.

## Maintenance

Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. Sub **Maintenance** can be done manually by anyone, preferably individuals skilled in those aspects, mainly Mechanics.

Manually repairing things can be a tedious and difficult task depending on the structure of a sub and the current state of a sub. The quickest way to maintain a sub is to just stop by an Outpost, spend money in Maintenance services, and get everything repaired automatically instead.

However, things like shuttles (drones) that come with certain subs can't be recovered manually if they get destroyed or the crew happens to lose them along the way. The only way to retrieve the lost shuttle is to replace it for a new one in Maintenance.

There are 2 types of services in Maintenance: Repair and Replace. The repair service is available for purchase once per visit to an Outpost. The replace service is only available for subs with built-in shuttles that have lost said shuttles and also only purchasable once per visit to an Outpost.

The price of the services is shown below at 0 RP.

  **Replace Lost Shuttles** | 1,000 mk