User Interface

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The user interface allows you to interact with items in your inventory, change how you interact with items and other players, and to quickly gauge your character's status.

  1. The inventory cluster, bordered in red, contains items equipped to your character. You can collapse this panel by clicking the backpack icon at the lower left.
  2. The hands panel, bordered in orange, shows which items you are currently holding.
    • The E button allows you to equip the held item to your inventory, if the slot is free.
    • The SWAP button allows you to change your active hand.
  3. The pockets panel, bordered in magenta, shows items which are held in your jumpsuit or uniform's pockets.
  4. This panel, bordered in yellow, allows you to change how you interact with objects and other players.
    • Clicking the RUN button will toggle your movement speed.
    • The four buttons (with green, HELP, activated in the example) allow you to change your 'intent'. Refer to the Combat Guide for detailed explanations of the various intent modes.
    • The picture of the man allows you to select which body part of your target you will interact with. For example, you could use this to target their head to apply bandages, or target their leg to kick them in the shin.
  5. The control cluster, bordered in purple, provides clickable buttons for frequently used actions.
    • The topmost button, FIRE, changes how you interact with ranged weapons such as firearms. Refer to the Combat Guide for detailed explanations of this function.
    • The leftmost button, RESIST, allows you to resist bad things happening. This can help with attempting to escape from a grab or restraints.
    • The middle button, DROP, drops the item in your active hand to the ground.
    • The rightmost button, THROW, enters throwing mode. Click this button and then click anywhere in the game world, and your character will attempt to toss the item in your active hand to that location.
  6. The status cluster, bordered in blue, provides you with some rough information on the health of your character. Note that not all status images explained in the table below are displayed in the example image.


An example of the user interface.
Status Description Always displayed?
Internals.gif This icon shows whether or not you are currently receiving air from an internal supply, such as an emergency air tank. Clicking this icon serves as a shortcut to toggle any connected air supply. Yes

Health anim.gif

This icon shows your current pain status for each body part. The color will change from green to red, and finally black, depending on how much pain your character is feeling in that part. Pain does not directly correlate to damage, but it can be used as a rough gauge of your general health. Yes


This icon shows your character's hunger level. It will not display when you are not hungry. The band behind the burger will change in color from yellow to orange to indicate how hungry you are. The band will turn to grey if you have eaten too much. This has no impact on the game; it is a reminder to go and experience the bar and kitchen from time to time. No
Hot air


This is a warning that the air in your lungs (and thus, in the atmosphere, or in your internals tank) is too hot. No
Low oxygen


This is a warning that the air you are breathing does not contain sufficient oxygen. No
Abnormal pressure


This is a warning that the atmosphere your character is in is either too high, or too low. No
Abnormal temperature


This is a warning that the atmosphere your character in is either too hot, or too cold. The icon changes to indicate the severity of the temperature. No