Hull Integrity: Difference between revisions
Terranhawk (talk | contribs) (Already on the page) |
(Added Large Room to the list, made the table sortable and reordered items) Tag: 2017 source edit |
||
(16 intermediate revisions by 12 users not shown) | |||
Line 1: | Line 1: | ||
'''Hull Integrity''' is a feature inherent to a [[Seabases|Seabase]]. |
|||
[[File:Seabase interior.png|thumb|220x220px]] |
|||
'''Hully''' is a feature that affects [[Seabases]]. When the player is building their Seabase they should pay attention to the hull strength, as it drops each time the player adds a module to their Seabase. Once the seabase's hull strength, or '''Hull Integrity''' reaches zero the Seabase will flood with water. |
|||
An arbitrary number of habitable modules directly connected to each other constitute one Seabase. |
|||
A Seabase starts with a base integrity of ten, however, this does not include the additional +2.0 the foundation adds. The depth of your Seabase influences how quickly '''Hull Integrity''' is reduced, and a Seabase above water does not influence '''Hull Integrity'''. There is no '''Hull Integrity''' in Creative Mode. |
|||
A Seabase always has a base integrity of 10. Each module that is part of the seabase adds or subtracts to this base value. Additionally, there is a [[#Depth Multiplier|Depth Multiplier]]. Modules located above sea level are exempt from the hull integrity system: modules will not subtract from integrity, and reinforcements will not add to it. |
|||
When a Seabase is flooded, the breaches that appear inside must be repaired with the [[Repair Tool]], but the '''Hull Integrity''' must be increased or else more breaches will appear, and the Seabase will continue to flood. |
|||
The hull integrity is only displayed when adding a module to, or removing a module from the seabase. |
|||
'''Example''': a seabase at a depth between 0 and 100m, constituted out of one I Compartment and one hatch has a hull integrity of 8 (10 - 1 - 1). If the player builds another I Compartment in parallel to the first one (near enough to it), it will be part of the same seabase and further reduce its hull integrity by -1 to a total of 7. |
|||
Once the seabase's hull integrity reaches zero, hull breaches will appear randomly, and the modules will start to flood. A closed bulkhead between modules will keep the flooded area sealed off, but as more breaches will appear randomly over the entire seabase, the only mitigation is to raise the hull integrity above zero. Breaches must be repaired with the [[Repair Tool]]. |
|||
Hull Integrity is disabled in Creative Mode. |
|||
== Module Integrity Values == |
== Module Integrity Values == |
||
Each module |
Each module of a seabase affects its hull integrity. Here is a list of current modules and their ''base changes'' (x1.0 depth multiplier): |
||
{| class="article-table" |
{| class="sortable article-table" |
||
!Seabase element |
!Seabase element |
||
! |
!Hull integrity |
||
⚫ | |||
!Notes |
|||
⚫ | |||
⚫ | |||
|- |
|- |
||
|[[Foundation]] |
|[[Foundation]] |
||
|<nowiki>+2.0</nowiki> |
|<nowiki>+2.0</nowiki> |
||
| |
|||
|- |
|- |
||
|[[ |
|[[I Compartment]] |
||
|<nowiki>-1.0</nowiki> |
|<nowiki>-1.0</nowiki> |
||
| |
|||
|- |
|- |
||
|[[L Compartment]] |
|[[L Compartment]] |
||
|<nowiki>-1.0</nowiki> |
|<nowiki>-1.0</nowiki> |
||
| |
|||
|- |
|- |
||
|[[T Compartment]] |
|[[T Compartment]] |
||
|<nowiki>-1.0</nowiki> |
|<nowiki>-1.0</nowiki> |
||
| |
|||
|- |
|- |
||
|[[X Compartment]] |
|[[X Compartment]] |
||
|<nowiki>-1.0</nowiki> |
|<nowiki>-1.0</nowiki> |
||
| |
|||
⚫ | |||
⚫ | |||
| -0.5 |
|||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
|- |
|||
⚫ | |||
|N/A |
|||
| |
|||
|- |
|||
⚫ | |||
⚫ | |||
|<nowiki>+14.0 when built on the North, South, East, or West side of a room.</nowiki> |
|||
|- |
|||
⚫ | |||
⚫ | |||
|<nowiki>-2.0 when built on the North, South, East, or West side of a room.</nowiki> |
|||
|- |
|- |
||
|[[Glass Compartment]] |
|[[Glass Compartment]] |
||
|<nowiki>-2.0</nowiki> |
|<nowiki>-2.0</nowiki> |
||
| |
|||
|- |
|- |
||
|[[L Glass Compartment]] |
|[[L Glass Compartment]] |
||
|<nowiki>-2.0</nowiki> |
|<nowiki>-2.0</nowiki> |
||
| |
|- |
||
|[[Large Room]] |
|||
|<nowiki>-4.0</nowiki> |
|||
|- |
|- |
||
|[[Multipurpose Room]] |
|[[Multipurpose Room]] |
||
|<nowiki>-1.25</nowiki> |
|<nowiki>-1.25</nowiki><ref>The game rounds the displayed number up to -1.3, but it is functionally -1.25.</ref> |
||
|The game rounds the displayed number up to -1.3, but it is functionally -1.25 |
|||
|- |
|||
⚫ | |||
⚫ | |||
| |
|||
|- |
|- |
||
|[[Moonpool]] |
|[[Moonpool]] |
||
|<nowiki>-5.0</nowiki> |
|<nowiki>-5.0</nowiki> |
||
| |
|- |
||
⚫ | |||
⚫ | |||
|- |
|- |
||
|[[Scanner Room]] |
|[[Scanner Room]] |
||
|<nowiki>-1.0</nowiki> |
|<nowiki>-1.0</nowiki> |
||
| |
|||
|- |
|- |
||
|[[Water Filtration Machine]] |
|[[Water Filtration Machine]] |
||
|<nowiki>-2.0</nowiki> |
|<nowiki>-2.0</nowiki> |
||
| |
|- |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
|<nowiki>-0.5</nowiki> |
|||
⚫ | |||
⚫ | |||
|<nowiki>0</nowiki> |
|||
|} |
|} |
||
<references /> |
|||
== Depth Multiplier == |
== Depth Multiplier == |
||
As you build deeper underwater, ''negative influences'' on |
As you build deeper underwater, ''negative influences'' on Hull Integrity are multiplied. |
||
* Negative changes are multiplied by the depth multiplier: a window that is built with a x1.5 depth multiplier will give -1.5 |
* Negative changes are multiplied by the depth multiplier: a window that is built with a x1.5 depth multiplier will give -1.5 Hull Integrity (instead of -1.0). |
||
* Positive changes to |
* Positive changes to Hull Integrity do not vary by depth: a foundation will always give +2.0 Hull Integrity no matter how deep it is built. |
||
* Anything |
* Anything between 0 and 100 meters does not affect the depth multiplier. |
||
'''Formula for depth multiplier:''' |
'''Formula for depth multiplier:''' |
||
Line 97: | Line 89: | ||
M = Depth Multiplier d = Depth |
M = Depth Multiplier d = Depth |
||
if d <= 0, M = 0 (There is no change to |
if d <= 0, M = 0 (There is no change to Hull Integrity above the water) |
||
if 0 < d < 100, M = 1.0 |
if 0 < d < 100, M = 1.0 |
||
Line 111: | Line 103: | ||
!Depth |
!Depth |
||
!Depth Multiplier |
!Depth Multiplier |
||
⚫ | |||
|< 0m |
|||
|x0.0 |
|||
|- |
|- |
||
|<= 100m |
|<= 100m |
||
Line 157: | Line 152: | ||
|x3.94 (Max Depth) |
|x3.94 (Max Depth) |
||
|} |
|} |
||
[[fr:Intégrité de la coque]] |
|||
[[Category:Mechanics]] |
[[Category:Mechanics]] |
Latest revision as of 17:18, 3 September 2023
Hull Integrity is a feature inherent to a Seabase.
An arbitrary number of habitable modules directly connected to each other constitute one Seabase.
A Seabase always has a base integrity of 10. Each module that is part of the seabase adds or subtracts to this base value. Additionally, there is a Depth Multiplier. Modules located above sea level are exempt from the hull integrity system: modules will not subtract from integrity, and reinforcements will not add to it.
The hull integrity is only displayed when adding a module to, or removing a module from the seabase.
Example: a seabase at a depth between 0 and 100m, constituted out of one I Compartment and one hatch has a hull integrity of 8 (10 - 1 - 1). If the player builds another I Compartment in parallel to the first one (near enough to it), it will be part of the same seabase and further reduce its hull integrity by -1 to a total of 7.
Once the seabase's hull integrity reaches zero, hull breaches will appear randomly, and the modules will start to flood. A closed bulkhead between modules will keep the flooded area sealed off, but as more breaches will appear randomly over the entire seabase, the only mitigation is to raise the hull integrity above zero. Breaches must be repaired with the Repair Tool.
Hull Integrity is disabled in Creative Mode.
Module Integrity Values
Each module of a seabase affects its hull integrity. Here is a list of current modules and their base changes (x1.0 depth multiplier):
Seabase element | Hull integrity |
---|---|
Bulkhead | +3.0 |
Foundation | +2.0 |
I Compartment | -1.0 |
L Compartment | -1.0 |
T Compartment | -1.0 |
X Compartment | -1.0 |
Glass Compartment | -2.0 |
L Glass Compartment | -2.0 |
Large Room | -4.0 |
Multipurpose Room | -1.25[1] |
Moonpool | -5.0 |
Observatory | -3.0 |
Scanner Room | -1.0 |
Water Filtration Machine | -2.0 |
Reinforcement | +7.0 |
Hatch | -1.0 |
Window | -1.0 |
Vertical Connector | -0.5 |
Ladder | 0 |
- ↑ The game rounds the displayed number up to -1.3, but it is functionally -1.25.
Depth Multiplier
As you build deeper underwater, negative influences on Hull Integrity are multiplied.
- Negative changes are multiplied by the depth multiplier: a window that is built with a x1.5 depth multiplier will give -1.5 Hull Integrity (instead of -1.0).
- Positive changes to Hull Integrity do not vary by depth: a foundation will always give +2.0 Hull Integrity no matter how deep it is built.
- Anything between 0 and 100 meters does not affect the depth multiplier.
Formula for depth multiplier:
M = Depth Multiplier d = Depth
if d <= 0, M = 0 (There is no change to Hull Integrity above the water)
if 0 < d < 100, M = 1.0
if d >= 100, M = ((d - 100)/1000) + 1.0
What this actually means: Every meter after 100 will add 0.001 to the depth multiplier.
Depth Multiplier Chart:
Please note that the depth multiplier changes every meter, not just at the increments in the table. For example, a depth of 276m would have a depth multiplier of x1.176.
Depth | Depth Multiplier |
---|---|
< 0m | x0.0 |
<= 100m | x1.0 |
200m | x1.1 |
300m | x1.2 |
400m | x1.3 |
500m | x1.4 |
600m | x1.5 |
700m | x1.6 |
800m | x1.7 |
900m | x1.8 |
1000m | x1.9 |
1100m | x2.0 |
1600m | x2.5 |
2100m | x3.0 |
2600m | x3.5 |
3040m | x3.94 (Max Depth) |