recursal/Fanatic-Fandom huggingface dataset:
Crawler (Legacy)

The contents are of a legacy creature, that doesn't spawn naturally.

* **Notes:** Can be spawned with Console Commands.

100
 Weakpoints
Underside
Shell
 Walking
2
2
 Aggressive?
Always
 Sight
0.5
1
 N/A

The **Crawler** is a creature somewhat resembling human-sized crawfish. They commonly manifest around the ocean in *Barotrauma*.

## Description

Crawlers are fairly small and agile, able to swim as well as they can walk. They possess three pairs of eyes, three legs, and two frontal pincers. Their underside (or at least their head) is a fleshy red, while their extensive carapace is black-grey with red streaks.

Crawlers have a segmented shell covering them from head to tail, making hitting them from above an inefficient way of dealing with them.

Crawlers tend to appear in small groups of 2-3 individuals, compensating their individual frailty.

## In-game

Due to their size, Crawlers can not do much damage to the hull of the submarine, but their size allows them to easily fit inside and move around the ship. Should they find a way in; they then become a danger to the crew.

Unfortunately, the small size and the rapidity of the Crawler makes it difficult to aim at their underbelly; close range weaponry is the best bet to accomplish such a feat. Splash type weapons such as Incendium Grenades can also be effective at medium range.

Crawlers can neither open doors nor claw their way out, so quarantining a section of the submarine where a Crawler has been seen is a viable, if suboptimal, way to deal with it.

Upon killing a human (or simply finding a human corpse) the Crawler will begin to consume the body.

## Trivia

* The Legacy variant of the Crawler is still available in the Creature Editor, but doesn't naturally spawn in-game
* The crawler is by far the most common creature in the game, as well as one of the least damaging.
* Their unavoidable nature and low damage often leads submarines to ram into groups of crawlers and "scrape" them off of the sub via vertical movement, before they cause a breach.
* Groups of crawlers tend to gather in ruts and narrow spaces in submarines' hulls, causing significant collective damage to exterior walls in a small area.

## Audio

* Idle 1
* Idle 2
* When attacking 1
* When attacking 2
Fulgurium Battery Cell

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

The **Fulgurium Battery Cell** is type of Battery Cell, a rechargeable item used to power electrical handheld devices.

## Usage

Fulgurium Battery Cells are more powerful version of the Battery Cell, lasting about twice as long on most devices as their Lithium-Zinc sibling. Notably, when used to power the Stun Baton, the stun lasts twice as long, can be used to stun larger creatures, and has almost twice as many powered attacks.

Fulgurium Battery Cells can be recharged by placing them in a Charging Dock or Battery.
Explosives

You can help the Barotrauma Wiki by fixing it up. The Discussion page may contain suggestions.

* Notes: Formating and polishing

**Explosives** are a group of items that can explode and are to be handled with great care. They can be detonated through various means: detonation (detonator, weapon shells), physical shock (if thrown, impacted, or in a weapon shell), water, fire, or simply self deterioration.

## Storage

While explosives are dangerous, they can be safely stored. Some types of loose explosives are at risk at being detonated from hard impacts. Some containers are waterproof and it is recommended to store water reactive materials in those when not in use. There is no way to protect explosives from fires.

### Grenades

These are hand thrown explosives that explode 3 seconds after being thrown. They can also be detonated via detonator.

## Uncraftable

These items are not craftable, but may be acquired via deconstruction of other items or other means.
Fractal Guardian

10
 Weakpoints
N/A
N/A
 Walking
N/A
1 slow (1.5 fast)
 Aggressive?
Always (Humans)
Never (Submarines)
 Sight
1
2
 None

80
 Weakpoints
N/A
N/A
 Walking
N/A
3 slow (4.5 fast)
 Aggressive?
Always (Humans)
Never (Submarines)
 Sight
1
2
 None

The **Fractal Guardian** is a Europan creature. It is the only creature besides humans to have multiple variants.

## Description

Two variations of the Fractal Guardians exist. The first has three spike-like limbs that allow it to swim, two on the sides of ints head and one at the end of its segmented body. Its body conse two holes.

The second type possess an orb-like carapace with two spike-like limbs on its underside. Due to their heavy torso ists of four segments, including its head. Each segment appears to havand the fact they only possess two limbs, they are much slower than their worm-like siblings but can withstand more damage.

## In-game

Rather uniquely, Fractal Guardians will attack and kill crew members, but will ignore submarines. However, they only spawn in Alien Ruins, meaning one must confront them in person. In this case, it is best to bring something capable of stunning the Fractal Guardians, although they can be defeated with an Ancient Weapon if you're lucky enough to own one.

While multiple Fractal Guardians can spawn in any given Alien Ruin, they typically do not spawn in close proximity.

As Fractal Guardians possess an extremely small attack delay, it is prudent to bring medical support on ruin expeditions, and vital to bring some means of defense.

Fractal Guards can't bleed.

## Trivia

An NPC conversation mentions that fractal guardians are, quote, "not organic - closer to a robot than an animal". This could explain how they survived the presumed extinction of the alien species behind ruins.

## Gallery

* Note the Fractal Guardian's limbs propelling it through the water.

## Audio

### Variant 1

* Idle 1
* Idle 2
* Attacking 1
* Attacking 2
* Attacking 3
* Attacking 4
* Attacking 5
* Taking damage 1
* Taking damage 2
* Taking damage 3
* Taking damage 4
* Taking damage 5
* Death 1
* Death 2
* Death 3
* Death 4

### Variant 2

* Idle 1
* Idle 2
* Idle 3
* Idle 4
* Attacking 1
* Attacking 2
* Attacking 3
* Attacking 4
* Attacking 5
* Taking damage 1
* Taking damage 2
* Taking damage 3
* Taking damage 4
* Taking damage 5
* Death 1
* Death 2
* Death 3
Electrical Discharge Coil

Category

The **Electrical Discharge Coil** is an installation that, when activated, sends an electric shock to nearby creatures, dealing damage and stunning them for a short time.

## Function

Electrical Discharge Coils are typically used to provide defence for a submarine's blind spots.

They emit an electrical shock when activated, stunning creatures for a short time and burning them.

The shock only travels a limited length, but can travel further through walls. This can be changed in the sub editor.

## Usage

When a signal is sent to the "trigger\_in" pin of the Discharge Coil, the coil shocks the area around itself.

By default it has a 5m radius, travels 25x further through walls, and has a duration of 0.2 seconds.

## Connection Panel

Hover over pins to see their descriptions.
Alien blood

Last updated for version: 0.11.0.9
Current game version: Go To The Official Barotrauma Wiki

The Alien blood is basic chemical item dropped by some Creatures. It is a source of blood and is an ingredient for the Blood Pack

## Acquisition

Alien blood is commonly extracted from the Creatures such as the Crawler, the Golden Hammerhead, and the Hammerhead.

Two units of Alien blood can be harvested from deconstructing Strange Eggs or one unit from Mudraptor Egg. There is also a chance for at most two units of the Alien Blood to be inside the Thalamus' Organ.

It can also be purchased from the Store.

## Function

Alien blood reduces Bloodloss but also inflicts Psychosis.

Alien blood can be used to craft Blood Pack.

## Usage

The Alien blood can be held in one hand. Without using the Health GUI, by holding the "Aim" keybind (Right Mouse Button by default) and pressing the "Shoot" keybind (Left Mouse Button by default), the player's character will swing the chemical and inject its content to anything it hits, both Creatures and humans. It can also be applied in the Health GUI by dragging and dropping the chemical on any limbs.

The Alien blood cannot be loaded in the Syringe Gun.
Charging Dock

Category

The **Charging Dock** is an installation that can be used in *Barotrauma*.

## Function

The Charging Dock has 4 slots in which Battery Cells and Fulgurium Battery Cells can be placed, the moment they are placed they will begin recharging.

Interestingly enough the Charging Dock's and Battery's recharge speeds are identical, so the only difference would be the amount they can recharge at a time. (3 for the Battery and 4 for the Charging Dock)
Karma

**Karma** is an optional (enabled by default) Server setting which provides a natural deterrent to griefing, by punishing players who commit "harmful" acts with increasingly punishing penalties.

The game provides two settings: Default and Strict, however, Server Hosts can change every parameter about Karma, for this reason, this article does not feature values, and the information may or may not be accurate, depending on the settings from the Server. With default settings, no transgression besides causing a Nuclear Reactor Meltdown is enough to trigger a punishment.

## Karma events

Many ingame events will have an effect on Karma, either by raising it or by lowering it, the following list may not contain all existing events.

 Breaking Hulls
 Breaking Machinery
 Spamming

Do note that the following exceptions exist:

* Traitors do not have penalties for completing their assigned objectives.

* Harming a Traitors increases Karma.

* Players suffering a Husk Infection do not have a Karma penalty for harming teammates.

* Engineers have a reduced penalty for disconnecting Wires.

* Mechanics have an increased bonus for fixing Hulls.

* Breaking Machinery/Hulls from the Alien Ruins has no effect on Karma.

* Healing/Harming Clowns has a reduced impact on Karma.

* Harming a player in self-defense carries no penalty.

* Harming a player who is pointing a Weapon at you has a reduced Karma penalty.

* Karma will gradually increase/decrease until it reaches a Neutral value. When first joining a game, Players have higher than Neutral Karma.

## Karma Effects

As a game mechanic, Karma is meant to be unobtrusive to normal gameplay, avoiding the punishment of possible accidents, however, Players with very low Karma will suffer the following effects:

* Reduced damage to players with high Karma.

* Space Herpes, with higher intensity the lower Karma is.

* Automatic Kick/Ban for players with very low Karma.
Diving Suit

The **Diving Suit** is an outerwear suit that provides oxygen, protects against attacks, and protects against High Pressure (also known as *Barotrauma).*

## Function

A diving suit lets the player breathe while underwater, when an oxygen source is placed inside the suit. In addition, the gear also protects the player from the ocean's water pressure, allowing them to swim outside of the submarine without getting crushed while above abyssal crush depth.

Players wearing diving suits move 40% slower and have greatly reduced field of view.

Diving suits have a light which illuminates a small area in front of the player, this light will be on as long as the player is alive.

Diving Suits can be stored in a Diving Suit Locker.

## Protection Values

Listed below are the damage reduction values for each blocked damage type.

-0% Below abyssal crush depth

## Trivia

* Natural Husks have the appearance of wearing diving suits with a broken viewport.
Fertilizer

**Fertilizer** is a handheld consumable tool used to increase the growth rate of potted Plants.

## Usage

To use Fertilizer, it must be held in the selected hands, and used on a Planter Box. It will try to fill the Planter Box with fertilizer. A planter box can hold up to half an item of Fertilizer

Fertilizer doubles the growth rate of new branches on plants. Fertilizer is consumed over time and more fertilizer will need to be added to planter boxes.

 Type
 Deconstructing Time
 Fabricator Skill
 Fabricator Materials
Carbon
 Deconstructor Materials
Carbon
Salt Vine Seed
Moloch Shell Fragment

The Moloch Shell Fragment is a Outerwear that protects the wearer's torso. It is dropped by a Moloch.

## Acquisition

The Moloch Shell Fragment is only obtainable from the Moloch 33% of the time.

## Function

Compared to the Body Armor, the Moloch Shell Fragment is generally more resilient and provides more types of damage resistances. However, it also slows down the wearer's movement speed by 40%.

## Trivia

* Using cheats, it can be spawned in using the console command: **spawnitem "Moloch Shell Fragment" cursor**

* Like the Body Armor, it takes up the suit slot in the character gear inventory.
Sufforin Poisoning

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

*See also: Afflictions*

```
*Without prompt treatment, sufforine poisoning leads to delusions and rapid death.*

```

**Sufforin Poisoning** is caused by being injected with Sufforin.

Sufforin has no effects initially, after 15 seconds the screen blurs heavily, and after 75 seconds the the victim loses vitality, losing 100 vitality at 100. This is lethal to most humans.

 Grows (+1/s)
 Grows (+2/s)
Console

*Not to be confused with the in-game installation, "Terminal"*

The **console** is a debugging window usable to alter content and view errors while the game is opened. The console can be opened or closed by pressing F3, though this can be changed in settings.

While its main use is debugging, it can also be used to spawn creatures/items or use moderation commands.

In multiplayer, players with the "Console commands" permission are allowed to use specific commands under the "Permitted console commands" section of the permissions menu.

The console accepts player-inputted **commands** through a text box at the bottom of the console. These commands will be listed below, alphabetically.

In-Game help on commands can be accessed with the `help` command.

# Submarine Editor

The following commands are available for use in the Submarine Editor.

 color [0-255] [0-255] [0-255]
 load [submarine name]
 multiplylights [R,G,B,A]
 reloadsprite
 resetall
 resetentitiesbyidentifier [identifier]
 resetselected
 save [submarine name]
 setentityproperties [property name] [value]

# Campaign

The following commands are available for use in singleplayer/multiplayer campaign.

 campaigninfo
 setlocationreputation [value]
 togglecampaignteleport
 pause

# Moderation

The following commands are available in multiplayer servers for moderation purposes.

# Server Settings

The following commands are available in multiplayer servers to change their settings.

 autorestartinterval [seconds]
 autorestart timer [seconds]
 botcount [0-16]
 botspawnmode [fill/normal]
 difficulty [0-100]
 gamemode [number/name]
 startwhenclientsready [true/false]

# Cheats

The following commands are available to make the game easier.

# Debugging

This category is split into 2 sub-categories: **Network**, for internet related commands, and **In-Game**, for non-internet related commands.

## Network

The following commands are available to debug network issues.

 simulatedduplicateschance [0.00-1.00]
 simulatedlatency [min. latency (seconds)] [rand. latency (seconds)]
 simulatedloss [0.00-1.00]
 steamnetdebug

## In-Game

The following commands are available to debug In-Game issues.
Fire Extinguisher

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Fire Extinguisher** is a tool that can be acquired in *Barotrauma*.

## Function

The fire extinguisher's main function, as its name indicates, is to extinguish fires.

While in use the fire extinguishers condition will slowly decay. Its current condition is displayed underneath its icon in the player's hotbar. Once depleted, it can be deconstructed as it can't be refilled.

Fire extinguishers are essential in stopping fires from spreading to sensitive parts of the submarine. Alternatively, flooding the section on fire can also be a sub-optimal solution of dealing with them, should there be no fire extinguishers available.

Fire extinguishers can also be used underwater to act as a makeshift propulsion system.

## Usage

The fire extinguisher is held with both hands. Aiming is done by holding down the right-click button. Holding down the left-click button will then activate it, affecting any fires within its range.

It can be stored in a Fire Extinguisher Bracket. It is one of the few "medium" items in the game, and as such can't be stored in certain Containers, such as Storage Containers and Crates.

## Gallery

* A fire extinguisher being used to put out a fire.
* A fire extinguisher being used to put out a fire. (Legacy)
* A fire extinguisher propelling a player through water. (Legacy)
Husk

100
 Weakpoints
N/A
N/A
 Walking
1.5 walk - 4.3 run
1 slow - 1.6 fast
 Aggressive?
Always
 Sight
0.5
1
 None

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Husk** is a human-based enemy that can manifest in *Barotrauma*.

## Description

Husks take on the form of Human divers which have become infected and taken over by an instance of Velonaceps Calyx. Their appearance is equivalent to that of a regular crew member wearing a rusted orange Diving Suit, with the biggest difference being three small stingers protruding out of their broken helmets.

Due to the broken Diving Suit, and Loading Tips that include this type of creature, the parasite is capable of killing the host and consuming the body over some period of time, turning their suit into a vessel for the parasite to control.

Husks tend to appear in small groups of 2-3 individuals, compensating for their individual frailty, they are usually found in ruins and wrecks.

## In-game

Husks act primarily as disruptive enemies. They are small enough to enter the submarine's corridors and attack crew members therein, which they have a strong compulsion to do in case of a hull breach; however, they are unable to damage the hull themselves. They are easily distinguished from normal diving suit-wearing crew due to the tendril in their headgear, as well as the rusted, grimy look of the outer layer of the suit.

Husks are immune to bleedingcitation needed but are otherwise no more resilient than a normal human; being relatively fragile, they are easily dispatched.

Upon being attacked by a Husk, characters have a 50% chance of being infected by the Husk parasite (also known as Velonaceps Calyx Eggs). The infection can be temporarily slowed by infecting other players, "appeasing" the parasite, although the only way to truly rid oneself of the parasite is using Calyxanide or Broad Spectrum Antibiotics. Several doses may be necessary to completely remove the infection, and caution should be taken when using the latter for the Internal Damage it deals may prove fatal. These treatments only work during the first and medium stages of the affliction, and using them on a fully infected Husk will only inflict damage - which may prove useful since their recovery is impossible at this point.

## Trivia

* Regalis has mentioned the possibility that Husks could take on a more subtle role as a non-human traitor in Traitor Mode. They would posses unusual abilities and the potential to pass off as regular humans, including abilities such as resistance against the pressure outside the submarine and the ability to breathe underwater.

## Gallery

* A Husk attacking a crew member.
* A Husk swimming around outside of a submarine.

## Audio

* Husk Idle 1
* Husk Idle 2
* Husk Idle 3
* Husk Idle 4

* Husk Attack 1
* Husk Attack 2
* Husk Attack 3

* Husk Damage 1
* Husk Damage 2
* Husk Damage 3

* Husk Death 1
* Husk Death 2
Hammerhead/ko

250
 Weakpoints
None
Head
 Walking
1
6 (9)
 Aggressive?
Always
 Sight
1.0
0.0
 N/A

**해머 헤드**는 *Barotrauma*의 차가운 바다에서 발견되는 희소 생물이다.

설명
--

해머 헤드는 중간 크기의 상어 같은 동물입니다. 그들은 적어도 두 쌍의 눈, 네 개의 발톱, 네 개의 지느러미, 그리고 긴 꼬리를 가지고 있는데 이것이 그들의 주된 이동 수단입니다.

이들의 가장 두드러진 특징은 집게 망치의 머리를 연상시키는 납작한 머리입니다.

해머 헤드는 다소 고독한 생물이지만, 때로는 두세 마리씩 무리를 지어 보입니다.

## 인 게임

해머 헤드는 잠수함 외벽에 상당한 손상을 입힐 수 있으며, 평평한 머리를 사용하여 특정 표면의 구멍을 뚫습니다. 그들은 완전히 귀머거리지만 빛에 매우 민감하기 때문에 잠수함의 외부 조명을 비활성화함으로써 피할 수 있습니다.

그들은 잠수함에 들어갈 수 없고, 잠수함의 외부 선체와 그 탑승자들을 가차없이 칠 것입니다.

또한 해머 헤드는 죽자마자 수영 방광과 외계인의 피를 떨어뜨립니다.

## 데미지 값

여담
--

* 놀랍게도, 해머 헤드의 전면은 망치의 모양을 기반으로 했습니다. 또한 그 이름은 Hammerhead shark로부터 참조했을 것입니다.

## 갤러리

* 잠수함을 공격하는 해머헤드.
* 승무원을 공격하는 해머헤드.
Mudraptor Egg

The **Mudraptor Egg** is unique item that hatches a Mudraptor.

## Acquisition

The Mudraptor Egg can be looted Mudraptor 6% of the time, bought in a Store, or found inside a Cabinet in a Submarine 1% of the time.

## Function

The Mudraptor Egg can be "fed" a Saline to initiate its growth cycle into a Mudraptor.

The Mudraptor Egg in its small form can be deconstructed into Alien Blood.

## Usage

The Mudraptor Egg has one inventory slot in it. A Saline can be put in to feed and grow it.

The Egg has three stages of growth, meaning it requires three Salines for each stage. As it slowly consumes the Saline, it also grows in scale little by little.

###  Stage 1 (Small)

The small Mudraptor Egg is the default state. It can be held in either hand and stored in the player's inventory or containers. It has a Vitality of 20, therefore it can be damaged and destroyed.

When fed with Saline, the Egg starts consuming 1% of its condition every second and gradually increasing its scale. After consuming 90% of the Saline (90 seconds), the Egg will simultaneously go into its second stage form and become unholdable, falling out of the player's inventory or any containers and permanently anchoring itself on whichever surface it lands on.

###  Stage 2 (Medium)

The medium Mudraptor Egg is the middle stage of its growth, having a decent size. It can no longer be picked up but instead acts as a container that only accepts the Saline when interacted with and its Vitality increases to 50.

Feeding the Egg with another Saline will further increase its scale until it changes to its final form. This process also takes 90 seconds.

###  Stage 3 (Large)

The large Mudraptor Egg is the final stage of its growth, whose size is visibly huge. Its Vitality significantly increases to 200 in this state.

If the Egg is fed with the third Saline, its scale will continue to further increase. After the duration of 90 seconds, the Egg will hatch and the Mudraptor will burst out. Despite the effort of growing the Egg, the hatched Mudraptor is wild and will attack everyone like any other hostile Mudraptors.

The baby Mudraptor will not grow into a fully sized Mudraptor.

There is a small chance that the Mudraptor Shell may burst out along with the Mudraptor as soon as the Egg hatches. It is unknown whether this is intentional or a bug.
Mutated Raptor Bane

**Mutated Raptor Bane** is a fruit dropped by the Raptor Bane Plant. Unlike it's sibling fruit Raptor Bane, it's only use is being deconstructed into a Raptor Bane Seed, to grow another Raptor Bane plant.

It can be thrown to create a splash of fruity, yellowy, goo on walls.

 Type
 Deconstructor Materials
Raptor Bane Seed
Wrecks

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

A **Wreck** is a sunken hull, usually a Submarine. They contain a wealth of material loot, and often also have Creatures lurking inside. They are the target of Salvage Missions.

# Mechanics

Wrecks can spawn on rocks the sea floor of a level, at all difficulties.

Wrecks consist of, a part of, or an entire submarine, including its cabinets and crewmembers.

Most of the doors and hatches are inoperable, and require use of a Plasma Cutter to break or Crowbar to pry open, while some can be opened with the use of a dead crewmember's Shipwreck ID Card. Some cabinets may require ID card authorization, as well.

Some of the time, a wreck will be a Thalamus, an entity which infests the wreck, spawns additional monsters, and can control its weapon systems. For more detail, see the Thalamus page.

# List of Wrecks

## Hemulen

A wreck of the Hemulen Shuttle. It has a large breach in its electrical room.

## Dugong

A wreck of the Dugong. It has large breaches in its medbay, sub center, and aft ballast.

## Berilia

A wreck of the Berilia. It is the aft half of submarine.

## Kastrull

A wreck of the Kastrull. It has no discernable exterior damage.
Headset

The **Headset** is an item used to access radio chat channels.

# Function

The headset can be used to listen to/speak over Text Radio Chat (Default: R) and Voice Radio Chat (Default: V).

It also requires either a Battery Cell or Fulgurium Battery Cell for power, but doesn't consume it as of v0.10.

Radio channels feature was added in v0.10.5.0. There are 10 thousand and one accessible radio channels (channel 0000 to channel 10000), making it possible to do things like secret communication on another channel or devices that react to commands sent on a specific channel. It also features the Mem option to store the current radio channel as a preset, up to 10 presets from preset 0 to 9, all of which are set to the first 10 channels, channel 0000 to channel 0009, by default. Because the channel number only has 4 digits max, channel 10000 cannot be typed in and is only accessible by switching from channel 9999.
Crawler Mask

The **Crawler Mask** is a Headgear that is worn in the Head Slot. It is rarely dropped by a Crawler (1/51).

# Acquisition

The Crawler Mask is rare and only obtainable from the Crawler (1/51) of the time.

# Function

The Crawler Mask covers the wearer's face. Every 7 seconds the mask makes one of the three noises of an idle Crawler.

### Audio

* The Crawler idle sound 1
* The Crawler idle sound 2
* The Crawler idle sound 3
Dedicated Containers

Reason: "*all containers data should now be in Containers*"

*See also: General Containers*

**Containers** are simple Installations that provide storage space. They prove beneficial in freeing up space in a crew member's inventory, as well as organizing items in general.

This page lists all containers that have special restrictions on their allowed contents. For a list of containers without content restrictions, see **Dedicated Containers**.

## Usage

Interacting with a container will open a GUI table of slots for items. From here the player can drag and drop items into or from the table to store or extract them. Double-clicking on an item also allows quick storage/extraction.

## Properties

* Access to some containers is restricted to crew members that have certain Jobs (or anyone in possession of their ID Card). In vanilla submarines, there are only two such containers: the **Toxins Cabinet** is restricted to Medical Doctors and Captains, and the **Secure Cabinet** is restricted to Security Officers and Captains. (Note)
* While most containers can hold both small and medium items, some are limited to small items. The only medium items in the game are the Fire Extinguisher, the Harpoon Gun, all 3 types of Harpoons, the Riot Shotgun and the Grenade Launcher.

## Containers

The Alien Ruins feature a unique dedicated container:
Detectors

Inventory icon
 Type
 Deconstructing Time
 Fabricator Skill
 Fabricator Materials
 Deconstructor Materials
Silicon

**Detectors** are a type of Electrical Component that detect water/oxygen/motion/smoke and send out signals accordingly.

Most commonly used with Pumps to auto-pump water out of certain rooms (custom submarines) and to trigger siren about rising flood in the submarine.

## Motion Detector

> "*Sends out a signal when it detects movement."*
>
>

The **Motion Detector** is an electrical component used to provide a signal when it detects a creature.

Motion Detectors can have their positive and negative output set to a user determined value allowing the usual 1 or 0, or possibly an rrr,ggg,bbb,aaa value to change the color of light components.

It is most commonly used in tandem with Light Components to provide a warning when monsters are nearby.

Hover over pins to see their descriptions

## Oxygen Detector

> "*Sends out a value between 0-100 depending on the quality of the surrounding air."*
>
>

The **Oxygen Detector** is an electrical component used to provide a signal when it detects oxygen.

It is most commonly used in tandem with Status Monitors to view the level of oxygen in certain hulls. The `signal_out` output can be connected to the Status Monitor's `oxygen_data_in` input to display the air quality for a room.

Hover over pins to see their descriptions

## Smoke Detector

> "*Sends out a signal when it senses smoke."*
>
>

The **Smoke Detector** is an electrical component used to provide a signal when it detects fire.

It is most commonly used in tandem with Alarms to signal the crew to an active fire.

Hover over pins to see their descriptions

## Water Detector

> "*Sends out a signal when the detector is submerged."*
>
>

The **Water Detector** is an electrical component used to provide a signal when it detects water.

It is most commonly used in tandem with Pumps, Doors, Alarms to pump out water, or alert the crew when water is detected inside.

Hover over pins to see their descriptions

## Trivia

* Before being introduced to vanilla, Motion Detectors were already present in the mod Barotrauma Extended (BTE). Originally in BTE the sensor function was added using xml code from already existing vanilla "alien motion sensors".
C-4 Block

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **C-4 Block** and **Incendium C-4 Block** are both forms of explosives found in *Barotrauma*.

## Usage

A C-4 Block can be placed and then be remotely detonated using a Detonator. It is capable of causing significant damage to both entities and structures in the world. The IC-4 Block is similar to regular C-4, except that it has increased damage to entities and reduced damage to structures.

These blocks can also be loaded inside Railgun shells for added damage, as they can be set off if struck with enough force. This also makes it possible to set off a C-4 by throwing it hard enough against a structure of some sort.
Volatile Compound N

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

Volatile Compound N is a explosive item crafted from Compound N.

## Function

Volatile Compound N has a 'Durability' bar. Upon creating it the durability will lower.

When durability reaches 0, the said explosive will trigger and deal a large area of damage.

## Usage

While Volatile Compound N takes a long time to explode, it deals massive damage to crew members and ship hull.

It is commonly used by traitors who are Medical Doctors to sink the ship.
Medical Doctor

**Medical Doctors** are the people responsible for giving aid to crewmembers and manufacturing medicine.

There can be a maximum of **2 Medical Doctors** auto-assigned to a submarine, though none are required.

**Medical Doctors** have default vitality.

## Skills

* Helm: 5-10
* Weapons: 15-25
* Mechanical: 15-25
* Electrical: 15-25
* **Medical: 40-50**

## Classes & Equipment

### First Responder

**Worn**

* ID Card
* Headset (Battery Cell)
* Medic's Fatigues
	+ Blood Pack

**In Inventory**

* Health Scanner HUD
* Syringe Gun
* Bandage
* Broad-spectrum Antibiotics
* Morphine

### Pharmacologist

**Worn**

* ID Card
* Headset (Battery Cell)
* Doctor's Uniform
	+ Saline
	+ Blood Pack
	+ Naloxone

**In Inventory**

* Health Scanner HUD
* Syringe Gun
* Bandage
* Tonic Liquid
* Morphine

## Guides

* In-Game Tutorial
* Chemicals
* Medical Items
* Afflictions
Sodium

**Sodium** | -

## Acquisition

Principally, Sodium can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

    Cryolite | **Sodium** x2
    Sylvite | Potassium x2  **Sodium** | A mineral containing potassium and sodium.

## Recipes

Sodium can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

   UEX |   **Sodium**    Phosphorus | 20

### Medical Fabricator

The **Medical Fabricator** is used to craft different types of Chemicals and Medical Items.
Nitroglycerin

Type

**Nitroglycerin** is a type of Explosives. It is given as a part of the Handle with care Mission. It can also be purchased in Store of Colony or Military Outpost.

It will explode if subjected to a strong enough impact or a heat source like fire.

## Trivia

* Ntiroglycerin is a commonly used explosive in real life. It is also used in medicine, though not in the game.
Oxygen Generator

Category
 Oxygen Amount Generated

 Category
 Oxygen Amount Generated

 Category

The **Oxygen Generator** is an installation found in *Barotrauma*. It is used in junction with **vents** to supply the submarine with oxygen.

## Function

The oxygen generator is used to pump and maintain airflow throughout the entire submarine. The way airflow is pumped from the oxygen generator into the rest of the submarine is through vents. Vents will supply any nearby area with oxygen, so long as the generator is active.

The Oxygen Generator can also hold up to 5 Oxygen Tanks, which will get refilled as long as the Oxygen Generator has power. In the event that the generator loses power, the airflow will stop and any crew members onboard will (after some time) suffocate.

It is possible to remain alive after the generator stops if the player has an Oxygen Tank attached to a Diving Mask or Diving Suit. Although this method will only stall the suffocation, it can be used to provide the player enough time to re-active the generator.
In the event of a Fire, the Oxygen Generator poses a hazard to the crew, as it will explode if left to burn, along with any stored Oxygen Tanks.

## Trivia

* With the Steam Release, the Shuttle Oxygen Generator was added, a functionally identical variant of the Oxygen Generator (besides the smaller size and the fact that it does not display Oxygen Tanks).
* Unlike most sprites in the game, Vents are animated.
Titanium

**Titanium** | -

## Acquisition

Principally, Titanium can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

    Titanite | **Titanium** x3  Iron | A mineral containing titanium and iron.

 Titanium-Aluminum Alloy | Aluminum  **Titanium** | 5

## Recipes

Titanium can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

   Exploding Ammunition Box |   Aluminum    Steel Bar    **Titanium**   UEX | ?
   Piercing Ammunition Box |   Aluminum    **Titanium** | 20
   Titanium-Aluminum Alloy |   **Titanium**    Aluminum | 5
Uranium

**Uranium** | -

## Acquisition

Principally, Uranium can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

 Radiotoxin | Thorium  **Uranium** | 20

## Recipes

Uranium can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

   Nuclear Depth Charge |   Steel Bar    **Uranium**    UEX | 30
   Nuclear Depth Decoy |   Steel Bar    **Uranium**    UEX    Sonar Beacon | 30
   Nuclear Shell |   Steel Bar    **Uranium**    UEX | 30

### Medical Fabricator

The **Medical Fabricator** is used to craft different types of Chemicals and Medical Items.
Lore

**Lore** in Astral Terra is currently being developed, but many entries have already been made into the wiki excerpting sections of the tomes of Astral Terra.

See the entries on the Character Races, the Planes, and the Protemic Tablets to get the first taste of the lore of this beautiful and complex world.
Sonar Beacon

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Sonar Beacon** is an electrical portable device that can be activated to make the wearer identifiable and seen in a sonar scan. It is powered by Battery Cells or Fulgurium Battery Cells.

## Usage

The Sonar Beacon is held with one hand, and when equipped, the Beacon's GUI opens up. There is an on/off toggle check box and a text field where players can name the beacon.
Pets

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

**Pets** are friendly Creatures. They are NPCs for players to take care of onboard the submarine.

Pets produce unique items when well taken care of, which are useful for various purposes.

# Species

There are four unique Pets:

Peanut, a slug-like creature that secretes a mucus that can be broken down for useful materials.

Psilotoad, a slug-and-toad-like creature that produces a mild anaparalyzant.

Orange Boy, a crustacean-like creature that produces tough chitin.

Cthulhu, a flying creature that doesn't have any unique produce.

# Mechanics

Pets are hatched from Strange Eggs, which are purchasable in Store, found rarely in wrecks (5%), or laid by their respective Pet. The Saline can be put inside the Egg, which causes it to hatch immediately.

Pets generally cannot interact with anything but only wander aimlessly through the hulls while occasionally making idle noises and require attentive care from the crew every now and then. They do not require air to breathe nor get crushed by high pressure when deep underwater. However, they are fragile, unarmored, and non-aggressive as they are easily killed and will flee when severely injured.

To feed a pet drop the applicable food on the ground near them and they will automatically consume it. But you need to get out of the room

They can also be named with the use of the Pet Name Tag being put inside one of their two available inventory slots that can only be accessed when alive and grabbed by the player.

There are two hidden stats that the crew needs to pay attention to: Happiness, which decreases overtime, and Hunger, which increases gradually. Playing with Pets will increase their Happiness while feeding them will also increase their Happiness, but mainly reduce their Hunger. There are three types of Pet Food that can be fed to Pets: type 1, type 2, and type 3. Each species of Pets can only consume a specific type of Pet Food.
Oxygen Tank

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

The **Oxygen Tank** is a depletable item that can be found and used in *Barotrauma*.

## Function

Oxygen tanks are mainly used as an air source when diving underwater. It can be attached to a Diving Suit or Diving Mask to provide the player with oxygen when submerged. They also act as a fuel source for Plasma Cutters.

Oxygen tanks can be refilled when placed inside an Oxygen Generator. It can refill a maximum of five tanks at the same time.

If the tank comes into contact with fire, it will explode.

## Usage

When inside an inventory, the oxygen tank can be dragged onto a Diving Mask, Diving Suit, or Plasma Cutter to attach it to the respective item.

While in use the tank will slowly deplete. Its current condition can be seen under the item in the player's hotbar.
Navigation Terminal

You can help the Barotrauma Wiki by updating it.

* Notes: Needs to be up to date with the current steam version.

 Category

The **Navigation Terminal** is an installation in *Barotrauma*. It is an essential installation in any submarine, as it allows the crew to steer the submarine.

## Usage

Using the Navigation Terminal will show its GUI, it displays an outline of the submarine and a reticle to steer the submarine.

The sonar can either be passive or active:

While **active** the submarine will send a sonar ping in a 360 degree arc, anything it bounces off will be displayed on the GUI.
Another option while active is Directional Ping, if enabled the submarine will send sonar pings in 30 degree arcs in the selected direction instead. It should be noted that active sonar will very easily acquire the attention of any roaming sea creatures nearby.

While **passive** instead of sending out sonar pings, the Navigation Terminal will scan for sound signatures, they can be generated by the submarine itself (nuclear reactor, engines) or underwater Creatures. Similarly to active sonar, these sound signatures will bounce off of their surroundings and are displayed on the GUI, the range of passive sonar is dependent on how loud the submarine is. Passive sonar is much less likely to alert any nearby creatures, though if the submarine is particularly loud or in close proximity its possible to be still be attacked.

## Wiring

Alongside power, several other wiring connections are required for proper submarine function; the Engine, Ballast Pumps, and Docking Hatch must be connected.

### Engine

For the engine to respond to the navigation reticle, the `velocity_x_out` output of the navigation terminal must be wired to the `set_force` input of the engine.

### Ballast Pumps

For the ballast pumps to respond to the navigation reticle, the `velocity_y_out` output of the navigation terminal must be wired to the `set_targetlevel` inputs of any ballast pumps.

### Docking Hatch

For the docking hatch to respond to the docking button that appears below the navigation terminal when near dock, the `toggle_docking` output of the navigation terminal must be wired to the `toggle_state` input of the docking hatch.

There is also the transducer\_in input, which will allow the navigation terminal's sonar options to control a Sonar Transducer. This is primarily used for shuttles and drones.

## Audio

* Sonar ping
* Sonar ping 2
* Sonar far ping
Paralyxis

The **Paralyxis** is an Alien Material that is only used as a crafting component.

## Acquisition

The Paralyxis is obtainable from deconstructing the Hallucinogenic Bufotoxin and the Mucus Ball. It is also mainly found on the remains of the Leucocyte, originating from the Thalamus' Cell Spawn Organ commonly found inhabiting a shipwreck.

It can also be purchased in Store.

## Usage

The Paralyxis does nothing on its own. It is only useful for crafting the Paralyzant, a non-lethal neurotoxin that causes Paralysis.
Scorpion

100
 Weakpoints
None
None
 Walking
1.5
1.5
 Aggressive?
Always
 Sight
0.5
1
 N/A

The **Scorpion** is a placeholder creature. Its code is present in the game files but it doesn't spawn naturally, only appearing through the usage of Console commands. Blog posts reveal it was used to test features early on in development.

## Trivia

* The Scorpion and Tiger Thresher used to use the same sound files.
* In the "Barotrauma Extended" Mod (BTE Mod), the Scorpion is actually its own creature: Containing its own sound files and AI behaviors made by the creator of the BTE Mod, Chiko. The Scorpion in the BTE mod is the smallest creature, as it travels in schools, and it will target ships and players alike with extreme aggression. The Scorpion attacks via electrical shocks that can stun a player for a minute, they also slowly eat through the hull of the submarine.

## Audio

* Idle 1
* Idle 2
* When attacking
Scrap

Type
 Deconstructor Materials

Last updated for version: 0.11.0.9
Current game version: Go To The Official Barotrauma Wiki

**Scrap** are material items for deconstruction into raw materials.

# Acquisition

Scrap can be frequently found in wrecks.

For spawn rates, see Autofill Tags

# Deconstruction table

Scrap Deconstruction
 Scrap 2
 Scrap 3
 Scrap 4
 Scrap 5
 Scrap 6
 Scrap 7
 Scrap 8
Lead
Oxygen Low

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

*See also: Afflictions*

```
*The skin is pale and clammy, and the lips turning blue.*

```

The **Oxygen Low** affliction represents suffocation damage, and directly reduces the Vitality of the afflicted character.

It is the only affliction which maximum strength is 200. The icon will only show up when reaching 50 strength, at which point it will start causing gradually increasing Vitality damage, up to 2 damage per second at 200 strength.

The affliction is commonly caused by being in oxygen-poor environments (underwater or in an oxygen deprived room without an Oxygen source), by being in critical condition, or by using Morbusine, Fentanyl, Morphine, or Opium, as well as Naloxone if used with insufficient skill.

The affliction will quickly vanish by being conscious in an oxygenated room or wearing a Diving Suit or Mask supplied with oxygen.

If the afflicted character is in critical condition, the common course of action involves supplying the character with a Diving Mask and performing CPR.

 Anabolic Steroids 12
 Methamphetamine 6 | 4 | 72
Opiate Afflictions

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

*See also: Afflictions*
Usage of **Opiates**, namely Opium, Morphine and Fentanyl, may incur an **Opiate Addiction**, which in turn, if unsatisfied, will cause **Opiate Withdrawal**. Overuse of **Opiates** in a short amount of time may cause **Opiate Overdose**.

**Opiate Withdrawal**

```
*Agitation and a tremor are obvious, as are the signs of nausea.*

```

The **Opiate Withdrawal** affliction has detrimental effects for the character's movement, communication and perception, progressively worse depending on the severity of the affliction; a player will enter opiate withdrawal if they were suffering from **Opiate Addiction** and were not given opiates (Fentanyl, Opium or Morphine).
Its effects include: lowered max vitality (which can outright kill the character, if the affliction is severe enough), lowered speed, a visually distorted screen, strange colors and speech impairment.
**Opiate Overdose**

```
*The patient has pinpoint pupils and icy cold skin. They struggle to breathe and swallow.*

```

The **Opiate Overdose** affliction appears when a player has been treated with too many opiates; minor overdoses cause small distortions of the screen, while more severe overdoses will greatly distort the screen and progressively kill the player by lowering their maximum vitality.
Opiate overdose will slowly decay over time.
**Opiate Addiction**

```
*The patient is happy enough... so long as they get what they need.*

```

The **Opiate Addiction** affliction appears when a character has been given high doses of opiates, namely Opium, Morphine or Fentanyl. This affliction's only effect is to cause one of the other two opiate afflictions depending on how the Player decides to deal with it; **Opiate Withdrawal** if they consume neither Naloxone nor additional opiates; **Opiate Overdose** if they consume high doses of opiates.
Fully recovering from an **Opiate Addiction** grants the Player the "Getting Clean" achievement.
Opiate Addiction will slowly decay over time.
Diving Mask

The **Diving Mask** is a piece of head gear that can be equipped in *Barotrauma*.

## Function

Diving masks allow players to breathe when underwater, however, unlike the Diving Suit it does not protect the player from the water pressure.

Diving masks can prove useful for repairing hull breaches in the event of flooding. While equipped they hinder the player's sight, but not movement (unlike the Diving Suit).

Diving masks can also be useful when extinguishing fires onboard the submarine. Without it, the submariner may risk injuries from poor air quality in the burning room.

In order for the mask to function, an Oxygen Tank must be placed inside. Alternatively, one can use an Oxygenite Shard which provides 50% more air than the Oxygen Tank. Equipping a Welding Fuel Tank inside the mask will cause the player to asphyxiate, at first the person will quickly go unconscious and start dying, at 50% health the damage slows down gradually.

You can also use the Diving Mask to disguise yourself by taking off or putting on another player's ID Card while wearing it.

Supply effects when worn
 Oxygenite Tank | +1500 Air
 Oxygenite Shard | +1000 Air
 Welding Fuel Tank | -100 Air
 Incendium Fuel Tank | -100 Air
 Oxygen Low **(+7/s)\***
 Burn **(+0.1/s)\***