Also, levelling skills by using the fabricators and deconstructors is a great way to get crew functional in single player since you can then recruit the cheapest hires
@@dannydarko140 construct an item, deconstruct the same item, reconstruct it again and continue doing this for as long as you want for free xp, only do it with your reactor off and while docked at a station to prevent using fuel to power the fabricator and deconstructor
Quick thing, I know this video is old but I know people still watch this When reloading weapons, you don't have to drag the ammo into the weapon slot. Just equip your weapon, then hit the hotkey for your ammo. It will automatically swap mags and load bullets/shells I don't know how long that's been a thing, but it's saved my butt several times while being boarded and while doing missions away from the sub, and I only learned about it recently so I figured others should know just in case it's not common knowledge
you should start playing with electrical components, so later you will be able to transform your campaign subs into some more advanced subs using buttons, wires and relay components and much more. ( ex: draining systems, or monster sensors that you can use to direct the output to different defensive system)
@@halgen9468 I only have like 8 hours in the game. Spent a good 30 minutes rewiring the door to the oxygen room in the base sub so that there was a button next to the command station which opened and closed it. It seemed to always flood and the AI would repair but it wouldn't drain lol. Forced it open and got so much more mobility
@@IronicandDeadI think it should of been an intentional function. Making oxygenate immune to gas. An expensive but potentially time saving use for oxygenite tanks.
My one concern is when there is a fire. Fire causes oxygen to explode, so if there is a fire say in the oxygen generator, it will explode and cause the generator to break. But the smaller oxygen lockers dont break, so they may end up replenishing the oxygen of the exploded canister only to cause an explosion again. Have not experimented with it tho
@@Bert0893 Me and some friends recently got into the game again, and I thought this was a nice tip. I did however not think of the potential fire hazard. Do you by any chance have experience with this now?😅
Yea I think that's more important than trying to use the flame-tip. If U line up lots at once then it's likely that the tip will be hitting some of them anyway.
Tip 31 Different jobs have different skills levels, Engineers for example have 40 to 50 once you start the game but did you know that different jobs suffer a health penetly too? Captain has 80 health. Mechanic, engineer and assistant have 90 and Security and Medic have 100
yes and no , before talent update while technicaly true it had no impact on gameplay as all damage scaled to played health , so you would recive the same damage at 80 , 100 or 120 meaning if 3 shots would kill you , 3 shots would kill you even on 1000 health , that was changed once last update hit as damage now was "true value" rather then "scale to player health" , i belive it was just leftover mechanic they wanted to fleshout but they never did up till now
First of all, a warm thank you for helping people out! Second of all, regarding the tip about using security gear to reduce incoming damage, I think it's worth mentioning to the newer players that it's quite common for captains to want their crew to always be in uniform so breaking into the armory and grabbing body armor might not win you any favors. Of course, this comes down to how the host wants the game to be played in his/her lobby. As in, if it's a roleplay server or not and so on. All of this info is normally provided in the server description, but if not, just walk around the ship for a while and observe what other crew-members are wearing. Or literally just ask out of character.
I've beat the game (1.1% of players have) and I still didn't know 5-10 of these tips. Great quick list! Some additions: 🗃 A big time-saving tip for single player: order your crew to "follow" then switch between them [z] or [x], each picking up a crate, ammo box, or shell. That way you can move multiple boxes to/from storage, loaders, and (de)constructors. ⚡️ A tip regarding Faraday artifacts (the sparking ones that break your pumps): you can tell bots to *ignore* repairing a device with [left shift] on the device then [windows/command] and there's an option to "ignore/unignore" the device. Saves your mechanics from running around repairing things near the artifact every few seconds. Just remember to unignore it after selling the artifact! 🔥 Another wiring artifact tip: you can safely carry thermal artifacts (which periodically catch fire) if you have a small room with a pump, like an airlock. The goal is you'll set the water level in the room to be just above the artifact, rather than being completely dry. To do this, add a Switch wired to an Or component, and set the Or's output to -50 (meaning the room is 25% flooded, since pumps range from ±100) and false output to -100 (meaning dry). Then wire the Or's output to the pump's set_target_level. Now when the switch is off, the room will stay dry as normal; when it's on, the room will stay 25% flooded, keeping the thermal artifact from igniting. I added a Light component colored orange (255,125,0,255) to the switch as a visual warning when the room has a thermal artifact in it. ☢️ A wiring docking tip: if you can access your sub's Docking Port wiring panel, you can wire the state_out pin to a Signal Check component set to output 0 on target signal of 1 and an empty false output. Then wire that component's output to your Reactor's set_fission_rate, and voilà: *your reactor automatically stops running when you're docked,* and starts up again when you undock (if set to auto)! Of course you'll want to run power from the Docking Port to whatever your Reactor's power goes to so you can run your ship off station power while docked. Also note that abandoned outposts usually don't pass Docking Port power, so you'll have to temporarily unwire the set_fission_rate or your crew might asphyxiate. You could fix that by adding an Oxygen Detector into the circuit, but I'll leave that as an exercise for the reader.
@@fleshmachine9913 If you have to carry an artifact, you can buy/craft the Artifact Holder box. It helps if you plan to do long expeditions. Tip #2: If you plan to go on an expedition, ALWAYS have a Storage Box (Suitcase) that is filled with medication against Bleeding, Bite Wounds, Heavy Blood Loss, and Naloxone (in case you inject too much opioid). This way, if you are ever injured, you do not need to return to the submarine. You can heal yourself and your crew instantly. Like a portable first aid kit. *(Items that should be included in the suitcase: morphine(4-6), fentanyl(1), blood packs (4), saline (2-3), naloxone (1-2), bandages (8), plastiseal (4).)* The numbers in (x) are amounts.
@@fleshmachine9913 Tip #3 If you plan to go on expeditions, always bring 1 more NPC/Crew. They can carry the useless stuff (such as excess ammo, Ruin Scanners, sonar beacons, extra batteries/oxygen tanks). This means you have more inventory space. Tip #4: If it is too hard to get an artifact or to place ruin scanners, just don't risk it. You'll most likely die, and if you don't, you'll just waste like half an hour trying to complete it. Tip #5: If you are alone exploring the outside, bring a sonar beacon with a Good Quality Battery. That way, if you die and if you have mission-related items such as Logbooks, or if you just have some awesome gear, you can track your body and retrieve the items. *!Only Activate The Solar Beacons When You Are Close To Dying!*
@@fleshmachine9913 Tip #6 Autopilot Steering is shit, as it does movements that have no objective. Only use it to maintain position. Tip #6: If you plan to explore a ruined submarine, pirate sub, or anything that involves doors, bring a *crowbar.* Sure, you could use a plasma cutter to cut through doors, but why? Tip #7: Do not assign crew members to railguns, as they will waste Shells like they are candy. Shells are expensive and most likely won't be available to be bought at outposts, so only man the Railgun yourself. That being said, don't mass-buy shells as you only need them for boss battles, which don't hapoen very often.
Also, remember that the ballast flora only infects when you pump water in while in a ballast flora zone. You can pass through one if you are heading straight down or straight to the sides, as you wont be pumping water in.
Very helpfull captain :D Another Tip: If you want to push the Helm skill to maax very quickly plant 3 tobacco plants or more and massproduce pipe tobacco, as a cherry on top you can sell tobacco on stations ussually between 85 and 105 marks per unit
It's important enough to mention, that there might be some tips given that may no longer working as mentioned, due to the game still being in development. For instance, if I'm not mistaken, they've actually changed it, so that you no longer receive the full amount of materials when deconstructing, which basically is so you can't exploit it to craft and deconstruct indefinitely for infinite amounts of experience. They've also removed the free steel bars from those crates that are delivered, duffelbags now deteriorate over time when in use with no way of repairing them - simply vanishing if it reaches 0% durability.
This video was beyond useful, I had no idea you could do half this stuff, especially putting crates in the deconstructors, that's awesome! Thanks for making this, it's a huge help!!
On part about docked with station, if it's a well built custom ship, and I think few vanilla subs do it too, they can draw power directly from station itself so you don't need to use station fabs. If not, if you know wiring, you can just wire power from docking port to junction box.
I knew about a lot of these whether consciously or unconsciously, but this video will be handy for my friend who just started and is enjoying it. Thought this did also teach me still since there were somethings I didn't know
This isn't related, but I recently got the game, and in my singleplayer playthrough I got pulled into the Abyss, fought a Char, killed it with all my crew alive. And while trying to go up from the abyss, my most skilled crew member decides to put on the ONLY standard diving suit on the sub, goes into the broken engine room and dies.
Just a few things which may have been changed or are new between the time of this video's release and the newest update 1 -- Combat diving suit does not have higher protection values then the Standard diving suit, they are 5% less with the land speed penalty also being decreased from 20% on normal Diving suit to 5% on combat diving suit w/ combat diving suit also hastening Underwater Scooters by 40%. I don't know if the new Slip suit is better than Combat Diving suit (I'd hope so, it's a talent recipe which uses Combat diving suit as part of its own recipe) but as it stands, if you're boarding enemy subs quickly or trying to outrun Mudraptors in a cave, Combat Diving suit is your best bet. 2 (14) -- Standard and Abyssal Diving suits no longer have 100% Rad resist, That is the Job of the Engineer's Physicist talent capstone now which is called PUCS, a Diving suit which has 100% rad protection, doesn't consume O2 Tanks while in an Oxygenated Environment and carries an Auto-injector which can hold a medical item of your choice and has a 90% chance to completely prevent husk infection. 3 (25) -- While an important tip under normal circumstances, most modern subs on the workshop now have the Docking Clamp's Power wired up, a notable example being the Valhalla Shipyards [VH] vessels (Particularly The Iroh) making The only time you're likely to use station Industrial terminals to be when you are researching Genetic Material. Extra: Prior to I believe either the Embrace the Abyss Update or the Thunder Under the Ice Update Stun baton and Two Diving knives used to be an extraordinarily effective strat for Mudraptors but since they increased Mudraptor's stun resist in recent times it's become a much more dangerous prospect unless you roid up first with stun resist buffs and are ready to take some hits.
The best way to deal with ballast flora is hook up both ballast pumps from their toggle option with a wire each to the main command console and put both of the wires onto one of the signal-out options. There are 3 of them but sometimes they are all used up. On the sub I have, the Humpback, there is only 1 that is already in use and it is for shutting down the reactor, so the other 2 slots are open. I have NEVER had a ballast flora since figuring out this awesome trick. It shuts down your ballast pumps at the click of a button at the main console. You can't change your vertical velocity when you press the button though, so be aware of that. Just press it again to reinitialize the ballast pumps once you are out of the ballast flora cloud.
The crates no more give resources on deconstruction, about cutter - despite, the end of the flame maybe the hottest, but you can mine more than one mineral at time, if they all in flame hitbox Anyway good tips I learned a lot of new stuff You make quality content Thank you
When having a SMG for example and a SMG ammunition in the hotbar, you can quickswitch ammunution by equiping the SMG and Pressing the Button on which the SMG ammunition is assigned to in the hotbar. Usefull in fighting Situations. An another tip is, that you save a lot of Money if you only buy the Materials needed to recycle an empty cool or chaingun ammunition Box for a New ammunition Box. 1 coilgun ammunition Box costs about 250-350 Marks. To recycle it you need i think 1-2 steel (in total smth. like 30 Marks and 1-2 Lead (ca. 20-30 Marks.) And 1 empty coilgun ammunition Box. Recycling works (as I know) only at a Fabricator.
The flare to lure wildlife is a good one. But the game has been update since the video has first came out. Fractal Guardians have resistance to burn damage, so don't use alien pistols, ancient weapon nor fission rifle against them.
SMGs are a fairly decent weapon against basic creatures, but they do a terrible job against humans. If you ever have a mission to eliminate a pirate crew, bring a shotgun instead of a SMG.
Tip number 9, about the tip of the plasma cutter working faster. I tried this. Any part of the beam seems to be equally quick. Perhaps the latest patch removed this?
Whoa, some of these were pro tips indeed. Like- the flare in the thresher nest? Yeah, 200 IQ play right there. Too bad my PC can barely churn out 20 FPS for BT, otherwise I might have played it more. You wouldn't happen to have any optimization tips for me would you?
Thank you! In terms of optimizations make sure to give your PC/Laptop a good clean and if its over 3-4 years old maybe some new thermal paste on the CPU! Would recommend get a professional to do it though.
@@IronicandDead Lol, My PC was lower-mid tier even back in 2010 and I bought it second hand in 2018. It can run Terraria and most pixel-graphics games but that's about it. Still, a 2D game that has the option of not rendering anything out of the player's line of sight has no business being as resource hungry as Bartrauma is.
You can aso use metal crates in the fabricator, and the game will automatically pick up materials from there. I still places the required stuff in the input slots for some reason, so it doesn't really works with 5 component items.
Not three extra slots for medicine in a medical uniform, but two, being one slot used by itself. But useful nonetheless. At the time of writing, when stationed, your own crafting benches (and the whole sub) uses power from the station, no need to climb up to the station ones, unless you need some genetic research. The reactor can be shutted down (AND started back at the time of writing) not only from the helm, but from reactor PDA also (the recipe is unlocked in Electrician talent). Also, in single player, Dugong as a first sub is not the perfect choice because it lacks crafting benches and has 3 turrets max. Humpback is far more useful. But I myself spent too many time at Dugong and it has large sentimental value for me :)
The major drawback of the Humpback is it's super easy to sink. Very Large rooms that'll drag the sub down when they fill up with water. For Small crews (3 or less) or when just starting out in singleplayer, Dugong is easier to work with. Plus you get more starting cash to buy supplies right out of the gate. Lack of Fabricators is really the only downside of the Dugong and once you get that third gun you have nearly 360 degree coverage. Dugong is underrated for small crews.
@@r1ch4rd1337 the lack of fabricators really limits the gameplay tho, you can't recover from so many situations. U can't even replenish fuel-rods from mined uranium 🥲, and naturally U also can't deconstruct fertiliser (or other things) for uranium either. No MacGyver survival stories on the dugong. I agree it's sooo nostalgic tho, I know where everything is coz it's such a small cozy sub, it's more like going on a road-trip with buddies.
When you are buying things, always buy the most important for survival. Ignore things that are not necessary, such as Accordions or Guitars. Don't buy any Strange Eggs unless you have more than enough money, instead buy like 3/4 fuel rods for the same amount of money.
If your crew was in a situation where Husks maybe attacked them, buy the medical HUD scanner. It will show you their Husk Infection. If you do not have any Calyxanide, you should either kill the crew member, or lock them in a room until you get to an outpost.
I once finished a pirate raid without sinking their sub during the action, then i cutted a hole on the reactor room roof and rigged it just to enjoy some fireworks
Thanks for these super useful tips - If possible could you do a mission guide for the latest update - I had a scan ruins mission, did all 3 scans and got mission failed as I didn't bring them back with me! Now I cant go back to the previous save as you cant save scum in this game while learning.
Just accept the failure & move on to the next mission. I think this game is all about (at least someone) surviving and then somehow finding a way to slowly rebuild again. There's even steam trophies for it, so I think it's encouraged. Don't worry about ppl dying, it happens (is expected even), life on Europa is hard and short 👍☠️
I didnt know that only the crates are waterproof i allways feared in the locker the chems explode, so i put them in the little wall vaults in weapons and medic departure.
I played for an hour and a half tonight and haven't even been able to leave the first colony, keep getting sunk by the mudcrawlers or whatever they're called. Guess they really meant unreliable in the Orca description huh? xD
Not that it matters enormously, but is it still important to use station-board fabs only? Even with our reactor off, we were able to use our utilities and lighting with no fuel rod decay aboard our sub as we were docked.
With the new engineering skill relating to fuel rods, i would say less so, but perhaps the first 10 or so missions it still counts, until you have those skills.
can't get steel from crates anymore, which personally is dumb because i should be able to get SOMETHING when deconstructing ANYTHING... even if it was half the resources used to make the item itself i'd take that!
The best way to do it is craft as many storage things as possible, so medic uniforms for medicine and the storage containers that you can dual carry as well as tool belts etc. You unfortunately will need to make a few trips depending on how many things you need to transfer.
You can fill a pair of duffel bags with toolbelts. [15 duffel bag slots] x [2 hands] x [6 toolbelt slots] = 180 small item slots per player. Enough to carry most of your goods if not the entire sub.
I just got the game. I am so lost, and this video didn't help, lol, BUT im sure when i understand what everything is, this video will make more sense. lol XD
Wish I could find a tip or a guide on how to find resources through normal sonar vision (or at least how to identify them out of all) or I should just equip my sub with a mineral scanner with seperate monitor for it?
You can use hand sonar for that, but it can't penetrate walls, if I remember correctly. Maybe have someone to be in the floodgate with scanner in hand? It seems to be able to penetrate doors. This won't give the whole picture, but at least something.
@@memekot thank you for great idea. Found better one while I was playing with sub editor - is to put screens near captain and somewhere else on the ship sonar monitors (with mineral scanner option checked) works well if you have a second person to sit on in and let you know if you have something you need around
many updates ago ;) It's a shame as it meant at the time rail-guns where the best weapon in the game, could just deconstruct 1 crate and you had 1 shell.
Correct, this has been changed since the PUCS suits were introduced. please note everything is subject to change and overtime parts of this video will become out of date depending on when you view it.