Barotrauma

Barotrauma

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The Good, The Bad, and The Clown (Traitor/ Grief 101)
By Ake-tits
You see, in this world, there are two kinds of people, my friend. The ones with knowledge how to troll, and the ones who dig their own grave. This guide will steer you towards the former.
   
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Foreword: Why everyone should read this
Because, if you don't know what griefers are going to do, you cannot make an effective counter to prepare and mitigate, or even prevent the damage.



Think about Pickpocket In Real life, for example.

What is their goal? = To steal the money.
How do they do it? = They distract you by touching somewhere they think you don't have wallet there, then search for your wallet with other hand.
What can you do to make it harder? = Don't keep your wallet in your back pocket. Use inner pocket instead. Use string. Don't bring wallet to places you don't need. Buy unusual wallet that needs extra step to open. Keep less money in it to mitigate. Hell, create your own rules.



Well, Pickpocket is an art, so It's hard to mitigate easily, but you can still be cautious and harder-than-average target by knowing HOW they do it, WHEN is the most dangerous moment, and WHAT is the weakest part of the link. Same goes for griefing, and especially traitor mission. There are only so many traitor missions out there, and if you can figure out which mission traitor is on, you can slow the process down easier.

Well, OR, You can use these things to generate more chaos and watch the sub sink like it is supposed to, while having fun from it. Up to you.



My other guide about lots of things:
https://steamcommunity.com/sharedfiles/filedetails/?id=2084142160
This guide assumes that you read ^this^ through.





Entry level Griefing
You are lucky if you haven't seen any of these in your very first 2 hours of public Barotrauma.


NOTE
These are very cheap way to ruin people's fun, tedious to reverse, and not exactly funny way to be ♥♥♥♥♥♥ up. If you want to be infamous, yet respectable loose cannon, NEVER do these.



Shooting up
Method 1: Start as captain#1 or Security#1. Run up to the person you first meet and unload your initial gun. Quit the session. Expect a permanent ban from that server anyway.

Method 2: Go Mechanic #2, who starts out with crowbar. Break into the armory when security's being busy and unleash hell.

Containment: If the only Security has gone rogue, it normally is up to the Medic, and to a lesser extent, Captain. The body armor they are wearing does nothing against chemical attacks.


♥♥♥♥♥♥♥ up the reactor
Turn off Automatic control if it is on, unless you are going Method 3, the slightly covert way.

Method 1: Dial up the Fission rate maximum, and Turbine speed to minimum. This is the fastest method to start fire and possibly meltdown on the reactor, especially with multiple fuel rods.

Method 2: Dial up the Fission rate somewhat, and Turbine speed all the way to maximum. This will overload the electrical panels and break them down quickly, or even start fire, Then MAYBE it will start fire on reactor as well. Some of the subs don't have enough output to burn them though. Good distraction toward the electrical room and not towards the reactor

Method 3: Get a few fuel cells somehow( Thorium/ Fulgrium ones are better if available). Drag & drop onto the reactor( you don't have to open the reactor management panel. This will prevent from anyone who are already operating it to see your name as "Being used by X" text). Run away. This works on the "high-sec reactor" as well, because even if you are locked out of the UI, you can still shove in fuel rods with drag& drop.

Containment: Some subs have remote SCRAM button in Navigation terminal, Command room, or reactor room. HIt them. If you are not sure, put out the fire and hit the big red POWER button on the reactor first. THEN start trying to check up the number of rods and settings. If it did blow up, get Antirad if you get burned yet survived. Turn it off first, then repair it.

Counter: Don't let anyone than dedicated engineer go in to the reactor room. Some high-sec subs has the door to the reactor room engineer/ captain ID only. Scale down the maximum power output to barely meet the demand, or even lower( everything works normally as long as they get over 50% of demand).


Jettisoning stuff
This works especially well on Campaign ones. grab Storage containers full of fuel rods, firearm ammo, morphine, welding fuel and/or their ingredients, and toss them out of the airlock, or shoot as railgun contents. Do it when the sub's moving, or when parking at outposts, to make recoverly operation impossible.

Counter: anyone who is new to the server, and running around with Storage containers, are very suspicious. Order them to hold space, chech the contents, and see if it is indeed worth moving around or not.



Slightly less entry griefing
Ram into walls
If you are the captain, or captain's being absent from navigation console, you can set it to manual steering, and ram the sub right into walls. Be sure to stay away from the console while you have done enough input. Ram with enough speed into ceiling first, then right wall second, so there will be enough water that the sub will slam onto the seabed after.


Counter: Captain, or at least someone, should be stationed in command room at all times. Some subs have a door that only the captain can open it for the command. Keep that kind of door closed at all times, as those usually means that there will be buttons in the command room that someone can press randomly to cripple sub one way or the other.




Welder bomb and Toxic gas

They are basically the similar practice, easy to pull off, and cause enough chaos if combined with another emergency like flooding cause by something else. The Welding fuel tank and Oxygen tank are actually made with the exact same diameter, probably for easier manufacturing purpose in this godforsaken world under the icy crust. They however have one big problem: You can swap them, willingly or not.


If you put Oxygen tank to Plasma cutter, or Welding fuel tank to Welding tool, they will explode in about a second on use, stunning and damaging the user. This explosion can chain react with nearby objects, including inventory. You can use this to suicide bomb (details later), or to set up traps so people will explode their face off.


If you put Welding fuel tank into either Diving mask or Diving suit, user will suffocate, down, and die rather fast. This will be very pressing matter, as when you are putting one of these, you are already in water and trying so hard to survive. You can use the mask, stun isolated person, and make them put on the mask to silently eliminate a person while causing minimal noise.


If you could find Incendium fuel tank or Oxygenite tank, they are basically better version of Welding fuel and Oxygen, respectively, on the sinister term as well. Someone is going to regret choosing well-stocked sub soon enough...



Counter: Grab one Diving mask, Welding tool, and Oxygen tank as fast as possible as the round starts. Make sure they are loaded with appropriate tanks. Do a round to check the extra ones in cabinets to see if anyone already swapped it. When wearing diving suit, be ready to swap the tank if you drew the bad apple.




What is better than an explosion? More explosions!
Explosives on Barotrauma actually can cause chain reaction, even blowing off walls at times.

1. Explosive munitions like C-4 is the most obvious, and most damaging ones per item slot.

2. Welding fuel tanks and Oxygen tanks explodes when there is a fire nearby.

3. Nitroglycerin is basically a contact grenade, that is amazingly useful on all kinds of badabooms.

4. Most of the explosives damages other explosives and detonates them, causing a chain reaction. Those diving suit lockers are no longer a save haven once you know that how much damaging a detonation of 10 Oxygen tanks can be. Oxygen tanks cause 5 burn damage, while Welding fuel tanks cause 25 per bottle. Do remember that some of the clothes mitigates damage (refer to my other guide for details).

5. A handful of chemicals explode on contact with water. Na(Sodium), Li(Lithium), Mg(Magnesium), K(Potassium) are the ones. ideal for setting up a time bomb of sort. Or you can secure it by putting these in Chemical crate, Explosive crate, or Toxin cabinet.

6. Volatile Compound-N(Compound N + flash powder at Medical fabricator) has built-in timer, because of how chemically unstable it is. there is no way to re-contain it safely. It is one of the most discreet way to blow up a sub, while giving you ample time to make alibi. Well-stocked subs are very danger because everyone loves so much loading everything with bestest items ever.

7. As of v0.13.0.11, Oxygen tanks basically became more resistant to welder bombing. try to accumulate welding fuel tanks instead.


Adding here because no where else is proper enough to place (TM)
1.You can weld a door shut by using welding tool long enough. Some people STILL mistake it for repairing, even though they got "welding..." text ON TOP OF the different colored progress bar (grey) than normal (green <>red). You can still pretend that you are those incompetent fools and weld some doors shut to buy some time, while combining something more elaborate while having some isolation.

Counter: You can use Plasma cutter to unweld it, or if it still hasn't sealed up yet, you can rapidly open/close it. It loses some progress each time.


2.You can cut walls open bu using plasma cutter, if it wasn't obvious. you can also bust in doors, but they make a bit too distinctive sound, so be fast.





Wiring griefing
One could write a whole another guide regarding the wiring, and I don't have enough knowledge to do some truly advanced stuff, like automated coilgun. But I know enough to what kind of thing it can pull off with basic tools.



Basics of Wiring

Wiring have skill checks. If your electrical engineering is low, you will explode whole lot more than you being Engineer. Even then, some things like Nuclear reactor have very high skill check to rewire.

Most of the systems have more than one sockets. Unwiring stuff is bad idea, because it makes distinct kind of sound and sparks if a machine have unwired wire in its wiring menu. Always move it to different socket, so less people can detect it, and even fewer people have knowledge of how to fix them. For this reason, Oxygen generators, Fabricators, and Deconstructors are much harder to sabotage unnoticed. On the other hand, logic gates (AND, OR, Relay, and such) are much easier to tamper with, since they have multiple sockets, and their usage are vastly different from sub to sub.


On the panel, Left side is the Input, and right side is output.
Junction boxes are special case, as all of them are both input and output sockets.
1. all wires have description of where they are attached onto. (null if the other end is currently unwired). Usually, Input connects to output, and output connects to input. power connects to other powers.


Sub editors can either lock the sockets down individually, lock in logic gates to make them impossible to detach, or hide them inside of a wall to reduce the chance of successful griefing.


Internally, wires are doing these:
Power is just power. Note that things like Batteries, Relays, and Supercapacitors have both input and output.
1 = on, 0 = off, null = don't send signal.
things like Reactor temperature can take up to 10000 and such.
you can click and set these signals by clicking logic gates and detectors, unless the sub editor disabled those functions individually.

Things you can do with just the Screwdriver

1. Disable automatic door closures by rewiring either "Set_state" or Toggle_state to "State_out". Extra handy when you are trying to flood the sub later. Similar goes for Duct blocks.

2. Rewire the ballast pump's "Set_targetlevel" to "Power_in". Click the pump, and now you can manually control pump's on/off and flow. Great for flooding sub. Similar goes for bilge pumps, too.

3. Rewire the Engine's "Set_force" to "power_in". Click the pump, and now you can manually control engine's speed. Great for slamming sub into wall against Captain's will.

4. Rewire the Reactor's "Shutdown" to "Set_Turbineoutput". Then throw some fuel rods. If the captain tries to remotely shut down the Reactor, not only it won't, but also he sets the turbine speed to minimum, ending up helping you blowing up the reactor.

5. Rewire some of the junction box's "power" to "signal_0". now they won't be powered. Be mindful that making a large blackout will surely make people check he junction boxes. do something sinister by doing something smaller, yet damaging in the long run.

6. Swap the Periscope's "position_out" and "trigger_out". now it can't shoot.

7. Swap the Supercapacitor's "power_in and power_out". now some, if not all, of the weaponry won't work anymore.



Things you can do with an additional wire

You can obtain one easily if you start with Engineer #2, but wires could be stored near reactor and engineering. If you can't find one, find a quiet room with a duct block, and detach a wire connecting duct block and water detector. Nobody will notice that.

When you are connecting two things, you need to drag around wire near you, which will be very obvious whoever gets to see you. either keep submerging the wire in a wall by constantly clicking to make anchor point inside of a wall, or keep it inside of a same room.


1. Cracking Secured door open, by connecting "State_out" of any nearby all-access door to "Toggle_state" of Target door. You maybe also want to auto door closure of said all access door to prevent getting stuck in there. Sadly, there is no way to get into secure cabinets unless you obtain their ID cards, but there might be an all-access locker full of guns or medicine in there...

2. Link Reactor's "Shutdown" to "State_out" of the door to the reactor room. Now every time someone tries to get in/out of reactor room, it automatically shuts down.



There will be infinite amount of possibilities if you have access to more logic gates, and i dont think i can come up with all of them. Experiment and build your own kind of "signature move".



Counters
It is very difficult to prevent these from happening, and harder to detect than keep doing through check every time. a few things noteworthy:

1. You can disable wiring in the options of the server menu. be mindful that you can't demolish wrecks/ruins anymore, as well as adding better features that would benefit everyone.

2. While grabbing the wire on the UI, it makes distinctive sound of "bzzzzzzzz....". whenever you hear one, check the room you heard the sound from.

3. Do rounds of wiring. prohibit higher chain of commands from carrying around screwdrivers.

4. Learn each of the basic wiring of subs, study them, and understand the mechanic. it is not THAT hard, for the most of the part.

5. If the "super duper automatic machine" is failing, unwire everything, and rewire to give them minimal function, rather than trying to fix it. there are only so many people out there who can fix complex logic gate array in a pressing situation.




"Wiring griefing" that does not require any tools
Maybe you haven't noticed it, but as i wrote earlier, most logic gates and detectors have their internal properties that you can tinker with, even without a screwdriver. Some subs have those interactivity disabled, while others aren't. If you see raw logic gates placed around in a sub, punching in gibberish or deleting contents is very, very strong way to mess ♥♥♥♥ up. This one is very, very hard to counter. This is kind of why all official subs have those hidden in the walls. But nothing is stopping you tampering with these on low-sec custom subs.






Wiring reference sheet
In case your head exploded, yet trying to fix wires, I am leaving these as an example of very basic wiring reference. Sample took from Dugong.

Navigation Console


Input side:
Power_in: Must be connected to power.
Transducer_in: Transducer is required to operate sonar. Some subs have transducers, but it is normally rare, as you can choose not to use, and have a built-in sonar. If you want to see one, Drones always have it.

Output side:
Velocity_x_out: must be connected to engine.
Velocity_y_out: must be connected to ballast pumps. Some huge subs that has multiple ballast might use relay. Other subs might have highly advanced logic BS.
Signal_out_1~3: these are used to add subs special functions, that are directly accessible from command.
Toggle_docking: this is the basic version of how the docking would look like.




Reactor


Input side:
Shutdown: Shuts down the reactor by engaging scram.
Set_fissionrate: Sets the fission speed.
Set_turbineoutput: sets the turbine speed.

Output side:
Power: outputs power.Usually connected to Junction boxes, Relay components, and/or vital parts of the sub.
Meltdown_warning: signals when the temperature reaches around 7500.




Engine

Set_force: should be connected to Navigation terminal.




Ballast pumps

Set_targetlevel: should be connected to Navigation terminal.



Bilge pumps

Set_state: on/off the pump. should be connected to water detector.
Set_speed: Determines how fast it pumps in/out. sometimes connected to SGN component.



Junction boxes

Junction boxes does NOT differentiates the input nor output.
Unless super special case, at least one of the power cables should be connected to reactors, relay components, or other junction boxes.



Airlock doors

Might look scary, but it is very simple: Output connects input, and Input connects Output. When in doubt, unwire everything and keep it closed.
(NOTE: Airlock mechanism quite differs from sub to sub! it need a smart person to implement a smoothly-working, hard-to-tamper, responsive airlock.)





Medical Griefing
These need slightly better knowledge about the chemicals.


Poisons
Morbusine, Cyanide, Sufforin, Radiotoxin, Paralyzant, and Deriliumine fall in here.
(MOB, CN, SUF, RAD, PAR, DEL)

These are the most obvious, and in my opinion, the weakest of all methods in the Medical category. Fatal ones takes at least a whopping minute to scream about the toxin being used on the communication, and can easily be countered by corresponding antitoxins, unless you get rid of them first by either hiding or deconstructing.

Counter: Normally, Toxins are not useful against anything, Including denizens of Europa. Order them to deconstruct or jettison them, if you are on Mission. Keep Antitoxins handy somewhere that only selected few have access.
Currently, Stabilozine can HEAL most toxin (minus Husk and Paralyzant) if you use multiple dosage. Empty 2 whole syringe to one personnel AT ONCE to almost guarantee for cure, or 3 if they are already dying.



Opiate Overdose
Opium, Morphine, and Fentanyl fall in here. (OPI, +M, +F)

Not a single sub would start out without at least a few of Morphine, because they are the most efficient drugs to cure ailment in the "Damage" category. Yet they come at a cost - Oxygen deprivation for unconscious personnel, Opiate addiction for frequent use, and acute Opiate Overdose if you inject WAY too many of them. As long as can get close to someone, It is arguably the fastest AND less noisy way to take out a person. Fentanyl is the king for this. 3 dosage in quick succession is fatal to anyone within 3 seconds, and you can apply it fast by dual wielding it. You can apply it even faster if the victim won't notice you grabbing them. Open Heal panel, then mash the numeric that your Fentanyl are in. Morphine need whole lot more shots to achieve it, but you can still do it.

Counter: Do not let a doctor carry more than one syringe of Fentanyl. 2 is very suspicious, and 3+ is almost always a guaranteed griefer, especially they are all in their inventory and not in the medical toolbox. You will never need to use THAT many Fentanyl, it is very, very dangerous drug.



Abusing other Side effects
Broad-spectrum Antibiotics, Liquid Oxygenite, and Antibiotic Glue fall in here.
(ABX, O2G, ANTIBIO)

These all cause Organ damage. They are all "legit" kind of drugs, so it is quite hard to detect these if you do it on any wounded person and claim "I was trying to heal them!". Aim for the head for maximum effect, because any kinds of damage to the head part counts twice as much, compared to other parts, basically a headshot. This is honestly my favorite kind of harming method, because "you died because you got applied whole lot of medical adhesive onto your face" is undeniably hilarious. Fewer people know about the Organ damage is in "damage" category, so the other, "honest" doctors would have less chance to apply Morphine in time.

Mitigation: Apply Morphine to recover from it.

Counter: There are few instances that anyone would ever need to carry more than one of each. Confiscate the rest of them. Explain above if they resist, and suggest using other methods to cure the ailment.


Husk Panic
Velonaceps Calyx Eggs fall in here.

Husk Problem is very tough to deal with, because each individual cannot tell if they have Husk or not, until it develop enough up to around 40%. Shortly after, they lose the ability to speak. Health Scanner HUD is the only way to check them, so the Medics are going to call the shots, which means a possible distrust and dispute sparks between people, Just like "The Thing". So, If the assailant manage to infect anyone without letting them notice, it is tough to put an end to it.

Since husk infection has been fixed as of 0.10.5.0, it goes like this:

1. The only way to cure Husk infection are follows:
  • Use Calyxanide or Broad-spectrum Antibiotics on Patient.
  • Kill the patient before they get worse.
  • Throw yourself out of the sub if you think you can't get cured in time.
While they are being cured, the patient MUST be monitor'd at all times, to see if the "Husk infection" section is completely gone. This is especially important on ABX, because it takes long time to do its work. If it stops declining, give another dosage immediately.

2. When they are in Light phase, only the Health scanner HUD can detect it. Patient might suffer breathing, even though there are plenty of oxygen in the sub.

3. When they are in Medium phase, everyone can see the icon. Shortly after, they lose ability to speak. They also have short seizure. They are now resistant to High pressure, and won't blow up from now on. You can still cure them, but you might need multiple syringe worth of the drugs to cure them.

4. When they are in Heavy phase, ABX and Calyxanide will no longer be able to cure the patient, because they are more Husk than Human now. They can now spread infection with their newfound tentacle sticking out of their mouth (Some people hides it with mask or suits), if they so choose.


5.When it reaches 100%, they completely lose control, and will fall on floor. and now they will bleed from everywhere visually. when they "die", they will get back up as AI controlled Human Husk, which are VERY tough SOB to kill. so if you see that kind of body, get the ♥♥♥♥ out.

There are 2 patterns to do this panic, and here's how.
1. Inject Eggs to unsuspecting individuals, especially when they are busy. Doctors shooting coilguns are primal target, because they are not looking at their body, and they cannot use Health Scanner HUD on themselves, especially they are the only doctor abord. People with least amount of knowledge and/or talkativeness are great target as well, because they won't know whet kind of serious problem they just got seeded onto.

2. Inject Eggs to yourself, and let it grow on safe places that Doctor rarely comes by. Try getting armor or something, and get an Opioid to heal some minor injury you might suffer. On heavy phase, emerge from your hiding place and go stabbing spree.



Counter:
It is hard to counter this, like i said. Everyone's vigilance actually weighs more than that of commands time to time. You can create Health Scanner HUD with Plastic and FPGA circuit, and it will be very helpful narrowing down the problem, so Mechanic/Engineer is encouraged to make one on start of any round. If you get infected, don't hesitate to throw yourself out of airlock for the greater good.


Basics of PvP combat
First rule: Stun to win.
Really, this is it. Whoever stuns the opponent first, wins. You don't need explosive grenade launcher. You don't need guns. You don't even need a knife. Stunning opponent for a prolonged amount of time opens up so much opportunities.

This leads to one bigass tip: Don't get stunned. Don't give anyone enough window to stun you.



How to Detain people
1. Stun them. Or, kindly ask to hold space.
2. [G]rab them.


3.move the handcuff into victim's inventory.
4.Click that grey bar that appears right above the handcuff that says "Equip".


4.When it goes green, they are secured.



5.Do whatever you want. ( ͡° ͜ʖ ͡°)
What you can do with Detained people:
Take their headset off, so they cannot scream for help in game.
Steal ID card so they cannot move freely.
Take the clothes and ID to disguise as them.
Take the Armor and clothes off so you can shoot them dead MUCH easier.
Lynch them to a shameful death, like Storage container, Screwdriver, and such.
Give them diving mask with welding fuel for very easy assassination.
Drag them into the ballast and leave them there. come back later to collect the handcuff off from their drowned corpse to make it look like an accident.
Do more stuff for science ( ͡° ͜ʖ ͡°)




Other tips:
Set up everything you need in hotbar. keep it consistent between games much as possible.
Prepare multiple weapons. Guns are much faster swapping than reloading.
Use combat drugs. Steroid is the king.
Keep some healing items handy. Bleeding/blood loss are more dangerous than raw "damage".
Line of sight is as important as Line of fire. Exploit corners and windows.
Diving masks/suits limits the Line of sight. Use this knowledge to take upper hand.
Ladders take so much time to ascend. Camp near it. Grenade people below.




Things you need to know for playing traitor.
These are some knowledge you could use for playing traitor The Way It's Meant To Be Played(TM). And then some.




If the traitor is Yes or Maybe, Someone gets traitor misson around 1 ~ 5 minutes mark. Most objective involves searching for specific object in specific containers, then it branches out.


If there is a traitor, and you successfully pinpoint them, ALWAYS try to arrest them first, if the situation allows you to. This is because if the traitor gets to die, someone else who is alive at that time will be elected as traitor by game after 1~3 minutes mark. It's much easier for the team to win. The traitor, of course, should try to resist arrest at all costs, and try to kill themselves however possible, or better yet, escape.


Usually, it is much, much more productive to cooperate as a team, than keep suspecting everyone. Traitors often are not THAT stupid to do malicious things in the open, and when they are being watched, they would rather choose to do usual stuff than keep doing their objective. It is in those dangerous moments that traitors tend to take action, so suspect people who are not doing their job when they are most supposed to do. Suspect an engineer who got out of a very smoky electrical and the like. Remember, there is usually only one traitor, and everyone else's objective is to dock as fast as possible, so the traitor won't have time doing their objective.


New Life Rule, AKA "NLR", is a rather common additional rule. After you respawn, "as character", you pretend to forget everything. It is meant to give traitor more chance to not get caught red handed by spectators, who start screaming their name the moment they respawn in the shuttle, which is really unfun. Technically, you can do it if it's not written on the tin of the server, but on that case, every person on the server should have consent over the issue.




Traitor missions
There are a few Traitor missions that are confirmed to be active.




Mission 1: "Easter bunny"

1. Look for Mudraptor eggs in the Loose vents.
2. Hatch it by giving it Saline. It will take 3 bags to completely hatch it. They tend to be in Medicine cabinet / supply cabinet. You can deconstruct blood bags/ swim bladder for Saline as well. You can move it around only during the egg is on the first stage. After it consumes one whole unit of saline, it will drop on the ground right then and there, and becomes completely immovable.
3. Make sure that Mudraptor lives for 2 minutes. weld doors shut to buy time. distract Security away form Mudraptor. Call the Mudraptor "pet", and keep buying time by keep talking ♥♥♥♥. Heal Mudraptor with Morphine-loaded Syringe gun.


Counters:
1.Check the Loose vents for suspicious items. One way to do it is to get rid of it by deconstructing it, drop it down and smack it good, or jettisoning it. Better yet, hide in very obscure place on the ground that nobody will ever find it.

2.Keep an eye out for Medicine cabinet / supply cabinet. Call out when Saline bags gone missing. Check to see if anyone is fabricating Saline in Medical fabricator. Check the darkest corners of the sub for eggs, and destroy it with whatever melee you got.

3. Kill the mudraptor, DUH. dont care if someone tries to stand in between you and Mudraptor. Shoot both down.




Mission 2: "One of Us"

1. Look for Husk eggs in the Loose vents.
2. Infect everyone with husk.

This one is insanely difficult, as you only get one syringe. You definitely need to raid the Medbay for more eggs, or Calyxanide to extract eggs with deconscructors. Get rid of ABX/ Calyxanide while you are at it, too. Inject yourself with one dosage, preferably as 2nd or 3rd patient, because the first patient is always a primal suspect, just like any detective stories.


Counters:
1.Check the Loose vents for suspicious items. If you find it, just jettison or hide it on the ground, because you can still get eggs back by deconstructing Calyxanide.

2. Craft a few Medical Scanner HUD (Plastics + FPGA circuit), and distribute to as many people as possible. Especially to the captain, and chatty Mecanic/ Engineer so they can cross-reference. If you get infected, killing yourself is always an option, before it is too late.




Mission 3: "Tainted welding tools"

1. Swap 75% of the tanks in Welding tool to Oxygen tanks. This ignores player's inventory, so you need to put them back into the cabinets.
2. Flood 15% of the sub. Any method is fine, so take your pick.
3. Take distance of 50m from the sub. You need a Diving suit, and definitely want a Diving scooter.


Counters:
1. Keep one welding tool in your inventory at all times, like any sailors on Europa do. Make sure it is not already swapped. Swap the fuel tank back in, or at least remove Oxygen tank from it, so careless people won't blow their face off.

2. This one is difficult to prevent. Europan denizens might accidentally help the traitor here.

3. On major Leaks, Leave someone in higher chain of command keep watch at the airlock. Shoot down anyone who swims out in the sea with coilgun, no mercy. Pray that it didnt happen before you complete the objective of Salvage mission, or the traitor can blend as one of the expedition team and leave with your own approval.




Mission 4: "Acid party"

1. FInd a toolbox filled with deliriumine in Loose vents, Loose panels, or Toxin cabinet. you might need ID card of Doctor or captain's to check the Toxin cabinet.
2. stab everyone with deliriumine. It won't kill people, so you might want to blend in as victim. This part is hard especially when many people are on board, as you need to actually stab everyone with deliriumine, while keeping track of who you stabbed already or not. Getting yourself Health scanner HUD will save you from wasting your time. Another problem is about stabbing hard-to-reach people, like someone in the big, or higher chain of command on high-sec sub, as they are armed and staying behind secure doors. You might want to cause some distraction to draw them out.


Counters:
1. Check the Loose vents for suspicious items. One way to do it is to get rid of it by deconstructing it, or jettisoning it. Better yet, hide in very obscure place on the ground that nobody will ever find it.

2. Once the pandemic started happening, use Health Scanner HUD to find it early, and keep curing it. Check everyone's inventory for deriliumine, as the suspect tend to carry all of them, than keeping the rest of them away. Don't forget to check the contents of toolbelt. Higher chain of command should oversee the doctors making cure, as they could be the traitor and might attempt to use deriliumine for another victim.




Mission 5: "Flood"
1. get rid of 85% Oxygen masks. Deconstruct them, jettison them, or shoot the container of them as railgun/depth charge ammunition.
2. Flood 25% of the sub. Any method is fine, so take your pick.
3. Take distance of 50m from the sub. You need a Diving suit, and definitely want a Diving scooter.


Counters:
1. Keep one diving mask in your inventory at all times, like any sailors on Europa do. Make sure it is not already swapped. Try to keep track the amount of Diving masks there are in the cabinets. See if the deconstructors are barfing out Rubbers, as it is rare material, only used on diving masks, diving suits, and wires.

2. This one is difficult to prevent. Europan denizens might accidentally help the traitor here.

3. On major Leaks, Leave someone in higher chain of command keep watch at the airlock. Shoot down anyone who swims out in the sea with coilgun, no mercy. Pray that it didnt happen before you complete the objective of Salvage mission, or the traitor can blend as one of the expedition team and leave with your own approval.




Mission 6: "Engine Trap"
1. Sabotage the engine so it goes below 10% condition. You need wrench to do this. If it triggers, you can simply repair it back to normal to cover the tracks.
IMPORTANT: This part is VERY buggy. if the sub has multiple engines, or have drones, you have to destroy ALL of them at the SAME TIME to achieve it. Even then, it sometimes does not trigger. you maybe want to just suicide so someone else can do other missions. you can paint others as traitor discreetly or something, and make your own death look like an accident, so the rest of the crew have no idea what is happening. Or you can tell the truth. up to you.

2. Kill the mechanic who came to repair the engine. Well, I am not sure how this part works, Especially when there is no mechanic in the first place. What I end up is to kill everyone, one way or the other, until it triggers, and you will be in similar circumstance as well. This is the only traitor mission which ask you specifically to kill people, so enjoy i guess.


Counters:
1. Maintain engine, and check up on it frequently, so you can tell if it is sabotaged, or just deteriorated naturally.

2. When someone finds a broken engine, it is yet very hard to tell if this is the traitor's mission or not. Watch your back is your only option. Tell others what you are doing, and try your best not to get killed silently.




TL;DR for every non-traitor
Do your class's role. Don't carry around too much extra items that are off-class.
Check loose vents and panels.
Distribute Health Scanner HUD if possible.
Check Diving mask, Welders, Saline, Oxygen masks to see if anything's wrong.
If you are more than 30% suspicious about someone'S action, say it when deem necessary.
Scream if you are under attack from someone else unofficially.





HAW 2 MODEARITE UR SERV LEL
Well, it is actually a simple process, really.


1. On setting up server

1.1. Write a fair description. What kind of server it is meant to be, is something maybe not everyone is going to read them all, but some people does. Keep it short and clear. It is also a very strong backup evidence when you (warn about) start swinging Banhammer. Someone don't like the settings, they can leave. They do something against the rule, they cannot complain about being banned too much.
But of course, you should also be bound by your own rules. I have seen quite a few kids kept using resurrect/heal command on themselves only, just because he died for whatever reason, or worse for playing god and jerking off of some power trip. That is unfun, and will make people leave your server forever.


1.2. Disable wiring, especially if yourself is a rather not used to this game. Wiring is primary used for malicious intent on 99% of times. There are those 1% special people out there, who are great at adding new feature to the subs( Official subs are actually clearly intended for getting these kind of addition over the course of campaign). You should enable wiring if you are playing traitor mission though, as it would otherwise hamper down the traitors too much. Think traitor mode as "advanced" game mode.


1.3. Just ban people for good, Never kick griefers. If it is a kick, they can come back in the next second, so it is there for pals goofing around, not for serious use. The ban only works when you are the host, and since anyone can host, Those ♥♥♥♥♥♥♥ can host their own server if they actually manage to lose access to every single active servers. No reason to have mercy. You can also add reason why you are banning him, But don't be mad about it, or they will get their kind of ecstasy if they get a reason like "Killed me, the awesome captain". Also, some griefers will claim that they are "new", but you were newbie one day yourself. You could tell which action is believable, and which is not. Monitor them closely if you are unsure.


2. How 2 read the server log


The server log is actually easy to read once you get the hang of it.
Since it does have filter, all you need to do is to remember what kind of word you want to punch in on which kind of situation.
Be mindful about the timeline, as some of them will be of the ones who are trying to fix the issue.


Some of the useful ones are as follows:

Tank swapping = fuel, oxygen
Shooting = attack
Poisoning = poison name (If husk, use "eggs" instead)
Wiring = Wire (disconnect and connect could happen at once. See if there's any that doesn't make sense.)
Reactor tampering = Reactor, fuel (fission rate matters a lot, as well as numbers of fuel rod are in.)
Cuffing = cuff
Checking who is traitor = traitor (for moderation purpose only, of course. Don't be a ♥♥♥♥ ruining the fun)
Shooting own sub = hull (Could be stray bullets, so be careful)


And of course, if you are sure who did that, or what exact items are used, you can use those too to make sure who is the suspect, and feeling confident about swinging the swift Banhammer of Justice. It can also be used to revert the damage they have done as well.




17 Comments
Pedro Alcântara Jun 29, 2023 @ 7:02am 
.... I dont know why it has to be this of all games with so many manchilds
Whatever happaned to their parents, if thats how their human garbage spring turned out to be

They deserve it
Blackout Dec 15, 2022 @ 7:24am 
Nice guide.
The Horseless Headless Horsemann Oct 11, 2022 @ 4:50pm 
i saw someone make it so that when anyone looked through a periscope the gun would fire no matter what, how was that made?
Ake-tits  [author] Sep 27, 2022 @ 3:25pm 
that is exactly WHY all of those screenshots are there.

1. to learn emergency wiring.
2. to remember how when you forgot how to.

not everyone have flash memory, is all.
the.lovewyrm Sep 27, 2022 @ 4:51am 
Oh yeah, and you have to connect all dangling wires that go to special components in the docking door to "set state". Character limit got to me in the first comment.

Point is, this emergency maintenance can be learned...
the.lovewyrm Sep 27, 2022 @ 4:49am 
Navigation is:
X velocity from navigation into force of engine.
Y velocity from navigation into targetlevel of ballast pumps.

Now your steering is fine on ALL vanilla starter subs.

That leaves docking:
Often the docking hatch and door are semi locked, and the state setters for the docking door goes through some component, like "and component".

Likewise, on the navigation terminal, the toggle docking command is linked to some special components too.

But since these are VERY hard to remove (the saboteur would need to destroy ship walls)
You can just connect all dangling wires that lead to special components into the toggle dock wire slot on the nav console and you will be able to dock.

And once you are docked you can easily wire the door for that open too.

I'm simplifying it a bit, but this helps against most casual sabotage.
Ake-tits  [author] Sep 27, 2022 @ 4:08am 
if you never have touched wiring on this game, especially if youve never touched any kind of game that involves programming experience, it IS a nightmare, because you don't even know how stuffs are SUPPOSED to look.

afaik, all vanilla subs have integrated transducer for example, while beacon station have their own, separated one, which is not exactly clearly indicated WHY vanilla subs work without transducer, until you fire up editor, which also is a confusing thing until you get the hang of it the whole game is in a messy state even on vanilla. the initial hump of this game is too massive to overstate in any way.
the.lovewyrm Sep 26, 2022 @ 7:07pm 
Anyone new should read this.
Especially the wiring section, which doesn't even need all those pictures.

Many fear that their campaign will be over if someone destroys wiring in a ship in the first few rounds.
No.

None of the vanilla ships rely on complex wiring that goes beyond the nav console.
The essentials like the reactor, oxygen generator and pumps have no numerical parameters, and simple wiring.

Only the nav console is tricky, and most of the wiring is nonessential too, like the discharge coil.
Not at the start of the game.

And it's also difficult for a thief to steal your nav console wire by complete removal cause, they'd have to do that next to you, if you stay at the console, anyway.
If someone fiddles with it unbidden, question them, detain them, etc.

But you can finish the first few missions with the basics, at most your door system will be less fancy, but if you wire up oxygen and pumps, you can survive for a long time while you figure out the nav console.
Lightningcrush Sep 7, 2022 @ 12:30pm 
To waste the ships ammo you can wire the navigation consoles "velocity x out" to one of the guns "trigger in"
ThinleySlicedHam Aug 23, 2022 @ 9:00pm 
clowns dont grief btw we're just bad at the game