Hull Integrity: Difference between revisions

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'''Hull Integrity''' is a feature inherent to a [[Seabases|Seabase]].
{{SubnauticaLink|Hull_Integrity}}[[File:Seabase interior.png|thumb|220x220px]]
'''Hull Integrity''' is a feature inherent to a [[Seabases|Seabase]].


An arbitrary number of habitable modules directly connected to each other constitute one 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|Depth Multiplier]]. Modules located above sea level do not affect the hull integrity negatively.
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.


The hull integrity is only displayed when adding a module to, or removing a module from the seabase.
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 basic compartment and one hatch has a hull integrity of 8 (10 - 1 - 1). If the player builds another basic 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.
'''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]].
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]].


There is no Hull Integrity in Creative Mode.
Hull Integrity is disabled in Creative Mode.


== Module Integrity Values ==
== 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):
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
!Change to hull integrity
!Hull integrity
|-
!Notes
|[[Bulkhead]]
|<nowiki>+3.0</nowiki>
|-
|-
|[[Foundation]]
|[[Foundation]]
|<nowiki>+2.0</nowiki>
|<nowiki>+2.0</nowiki>
|
|-
|-
|[[Basic Compartment]]
|[[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>
|
|-
|[[Vertical Connector]]
| -0.5
|
|-
|[[Hatch]]
|<nowiki>-1.0</nowiki>
|
|-
|[[Bulkhead]]
|<nowiki>+3.0</nowiki>
|
|-
|[[Ladder]]
|N/A
|
|-
|[[Reinforcement]]
|<nowiki>+7.0</nowiki>
|
|-
|[[Window]]
|<nowiki>-1.0</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
|-
|[[Observatory]]
|<nowiki>-3.0</nowiki>
|
|-
|-
|[[Moonpool]]
|[[Moonpool]]
|<nowiki>-5.0</nowiki>
|<nowiki>-5.0</nowiki>
|
|-
|[[Observatory]]
|<nowiki>-3.0</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>
|
|-
|[[Reinforcement]]
|<nowiki>+7.0</nowiki>
|-
|[[Hatch]]
|<nowiki>-1.0</nowiki>
|-
|[[Window]]
|<nowiki>-1.0</nowiki>
|-
|[[Vertical Connector]]
|<nowiki>-0.5</nowiki>
|-
|[[Ladder]]
|<nowiki>0</nowiki>
|}
|}
<references />


== Depth Multiplier ==
== Depth Multiplier ==
Line 100: Line 83:
* 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).
* 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.
* 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 above 100 meters does not affect the depth multiplier.
* Anything between 0 and 100 meters does not affect the depth multiplier.


'''Formula for depth multiplier:'''
'''Formula for depth multiplier:'''
Line 120: Line 103:
!Depth
!Depth
!Depth Multiplier
!Depth Multiplier
|-
|< 0m
|x0.0
|-
|-
|<= 100m
|<= 100m

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
  1. 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)