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Barotrauma Mods & Plugins

81,000+ mods available Source: Steam Workshop
U-571 Type VIIC 'GreyWolf'

U-571 Type VIIC 'GreyWolf'

by 76561197991963405

[h1]U-571 Type VIIC 'Greywolf'[/h1] [h1]U-572 Type VIIC/41 'RedFist'[/h1] [h1]U-573 Type VIIC 'Wolfpack' *In Final Testing*[/h1] [h1]U-571 Greywolf Drone[/h1] Presenting the latest addition to my 'Nuclear U-571' series, U-571 Type VIIC 'Greywolf'. This time I did my best to get the Aesthetic and 'cramped feeling' of the type VIIC across with much more accuracy, while keeping it as game-functional as possible. This is my last [i]planned[/i] design version (although I may make some slight variants) and is the only one I will be updating from now on, as I'm very happy with how it turned out. I've kept as much as possible to default settings, and anything altered was designed to keep in line with defaults (ex: Oxy gen requires 1/4 the power of default, but also generates 1/4 of the output). I've also added mouse-over tooltips wherever I could. All the switches should have them at the very least. If you enjoy this sub, please rate it. Would like this version to get as much traction as the old one. [b]Known Issues:[/b] - Docking the drone to the conning tower can get the drone stuck. - Unsure how upgrading electrical systems will affect the automated electrical grid (theoretically there should be no issue). [h1]Startup Procedure[/h1] - Activate Reactor. - Move Fission Rate Needle to approx 15%. - Wait for Temp to rise between Red Arrows. - Activate auto-control. [h1][url=https://steamcommunity.com/workshop/filedetails/discussion/2417168142/4917340730753064442/] -Features- [/url][/h1] (moved to a discussion to lessen the wall of text) Tags: uboat, Uboat, UBoat, u-boat, U-boat, U-Boat, U-571, u-571, U571, u571, Greywolf, greywolf

7,443 downloads Details →
AeonBeaconStations

AeonBeaconStations

by 76561198002170993

A variety of beacon stations for the discerning sailor. Message me if you'd like to get your beacon added.

7,167 downloads Details →
Admiral Job (指挥官)

Admiral Job (指挥官)

by 76561199007237463

The admiral job is an alternative for those who find themselves always playing Captain. With a focus on creating a unique experience as a captain (who can also be a security officer or medic), the admiral features unique talents that will create an enjoyable experience. 指挥官是潜艇的军事领袖,与舰长协同工作以管理潜艇并打败入侵的野生生物.海军指挥官接受武器和医疗技能的培训,完全有能力驾驶潜艇. FEATURES: Unique talents with special effects and new items Specialization, enabling the Admiral to take on a new role based on the crew's needs New Items Fret not, for this class is balanced! No worries about ruining your game's balance The Admiral job is adaptable. The admiral can take the captain job if there isn't one, or can take on a different auxillary role, based on the crew. Huge thanks to Emc_K for creating a Chinese translation of the mod. If you'd like to be able to hire the admiral job in the HR manager, use my Global Job Patch mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2957836561 If you encounter bugs or have suggestions, send them to the discussions tab.

9,103 downloads Details →
[OUTDATED] EuropaWaifu++ Neurotrauma Patch

[OUTDATED] EuropaWaifu++ Neurotrauma Patch

by 76561198423060591

This is a compatible pack for Neurotrauma,Neurotrauma Cybernetics and EuropaWaifu++. Need is above them. 1.EuropaWaifu++ Neurotrauma Patch 2.EuropaWaifu++ 3.Neurotrauma This mod can be modified without asking. This is a version without NT Surery Plus: https://steamcommunity.com/sharedfiles/filedetails/?id=2966737734

6,603 downloads Details →
Merged talent trees

Merged talent trees

by 76561198279145387

[h1]Description[/h1] This mod allows you to have two talent trees simultaneously, [b]Captain/Assistant[/b], [b]Mechanic/Engineer[/b], [b]MD/SO[/b]. One job will get access to another one's tree and vice versa. This mod breaks the balance and not recommended to use if you have more than 2 ppl to play with and on low difficulties [h1]Compatibility[/h1] This mod will not work with any mod that adds custom jobs, revamps vanilla talent trees or changes [i]TalentTrees.xml [/i]in any other way. [strike]It should work with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2757336042]Unlock All Talents[/url] by SVX-8, and other mods, which don't modify the trees file[/strike] After the December Barotrauma update this mod doesn't work with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2757336042]Unlock All Talents[/url] mod

8,790 downloads Details →
Coalition Uniforms

Coalition Uniforms

by 76561198168848502

Adds Coalition themed uniforms and items THIS IS NOT A REPLACEMENT MOD All items in this mod are seperate from the vanilla items This mod includes: - 1x Captain Uniform - 4x Security Uniform - 3x Medic Uniform - 2x Engineer Uniform - 1x Mechanic Uniform - 1x Assistant Uniform - 1x Prisoner Uniform - 1x Coalition Exosuit - 1x Captain Divesuit - 1x Medical Divesuit - 2x Coalition Captain Hat - 2x Captains Diving Mask Variants - 2x Beret Diving Mask - 4x Balaclava - 1x Bottle of Glenfiddich Whiskey (Lol) - 1x Charged Baton - 1x Coalition Symbol ship decoration Most items share similar stats, however you may notice some have minor improvements such as: - Security uniforms have storage for ammo - Captains uniform has storage for 1 small item - Prisoner uniform inhibits wearers movement (Reduces speed) - Coalition Exosuit is designed for Military use, exchanging inventory slots for far superior armor. Live out your Space Marine fantasies whilst feeling Vanilla - Charged Baton has a greater ability to stun targets, at the cost of heavy electric consumption - Most uniform variations now have more stark pros/cons compared to eachother This mod also adds some Easter-eggs too; - Glenfiddich can be deconstructed to create several glasses of whiskey to share with your crew, or sold as a high-value item This mod was made to be used with friends and I decided I might as well share it with others. On that note- do not expect many updates or for the files to be incredibly clean if you decide to look into them If you find any notable bugs please comment them, I read all of the comments and will respond to any issues (Unless its seppies, fuck off terrorists) [b] [spoiler] Temporary Personal note: Me and some others currently midway through a Coalition-themed campaign with light-rp elements, using an extremely large Coaltiion submarine, if anybody is interested in joining please send me a message on Discord as I would appreciate more crew (You will be expected to be reasonably mature), My Discord is "BenSneed". [/spoiler]

14,789 downloads Details →
特莉波卡来到木卫二

特莉波卡来到木卫二

by 76561198283743641

*Tips:该MOD是以作者自己的单人高难档设计的,强度较高,强烈建议搭配高难MOD(如问君bt欧罗巴战争画皮增强+三合一刷怪表类负正义) 如果你觉得该模组的数值太高,想来点挑战性… 请前往我的另一个MOD:特莉波卡来到木卫二—平衡补丁 https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3602611050 *更新历程可以从“改动说明”处查看 *讨论群:1021076734 (欢迎来唠嗑~) [h1] [b]This mod allows you to play as Tlipoca and LittleLeaf from : [url=https://store.steampowered.com/app/2194530/_/][u]《Yog-Sothoth’s Yard》[/u] [/url] [/b] [/h1] [hr] [h2] [b]If you need English, please go to: [url=https://store.steampowered.com/app/2194530/_/][u]Yog-Sothoth’s Yard Tlipoca Job EN Patch [/u] [/url] [/b] [/h2] [h2] [b]* Thank you very much to HAL9000 for completing this work. [/b] [/h2]

13,401 downloads Details →
Botanophobia

Botanophobia

by 76561198035244730

Check out my other Job mod, Clown-O-Trauma: https://steamcommunity.com/sharedfiles/filedetails/?id=2861491326 Looking for a sub for all your new jobs? https://steamcommunity.com/sharedfiles/filedetails/?id=3000745479 TL:DR Check out the Botanophobia Testing Station in the Sub Editor to experience all this mod has to offer :) Europa is a strange place filled with all kinds of cosmic horrors under the ice. Most of them are monsters but few are plant based. Combine this with the simplicity of the gardening gameplay I felt it would be cool to expand on this and add some excitement and risk to gardening with some greater reward without going too crazy. This Mod includes: New Job — The Botanist is a Medical-focused plant specialist designed to handle new hazards on your sub. Starts with high Medical skill (25-40) and comes equipped with a mask, suit, watering can, planter, seed bag and handbook. New Unique Weapons — Chemical Sprayer and the Canister Launcher, both use gas canisters to douse your enemies in chaos in two completely different styles. One for focused damage over time, the other for area of effect with high alpha damage for area denial. Gas Canisters — Chlorine, White Phosphorus, Hydrogen Cyanide, Agent R (Raptor Bane), and Carbon Monoxide. Have a new appreciation for the Geneva Convention. New Crafting Station — The Botanist Distiller lets you produce botanist items without hogging the fabricator. You can still craft most items at a Fabricator. New Gardening Items — Sprinklers, Incinerators, Power Planters, Industrial Planters, Organic Fertilizer, Hazard Crates, and more. 14 New Seeds across 4 tiers of danger, each with unique growth personalities, hazards and produce. Seed Research — Discover Unidentified Seeds from monsters or shops and research what they contain at the Seed Research Station. 3 Custom Creatures — Mushroom Man, Paralysis Maggot, and the Maggot Man (husk transformation). Full Talent Tree — 3 specializations with 4 tiers each, plus a common pool with meaningful choices. Chinese Language Support — Full Simplified Chinese translation included. Credits to Mods I've borrowed from and am happy to remove the incorperated content from at any time on request: Thalassophobia: Remastered - One of the greatest mods. The placeholder CBRN suit you spawn with is from this and the sprinkler is partially based on this mod as well. https://steamcommunity.com/sharedfiles/filedetails/?id=2706543497 Plants Plus - I've incorperated the plants from this mod as they fit the theme. It's rather hard to put a unique spin on these for my own mod so I just incorperated them and credited. If you want just the simple plants I highly recommend it. https://steamcommunity.com/sharedfiles/filedetails/?id=2593694178 Development You are free to use whatever you want from this mod with no restrictions but some credit would be nice (unless its something originally from another mod). I have included the GIMP spritesheet (xcf) file in the mod root directory so you can add/extract specific sprites as you want. AI Disclaimer: AI was used in the development of balancing tables due to the number of seeds and their properties along with translation files. Everything else including the XML item defs and literally everything else is (Obsessively) human made code.

9,817 downloads Details →
BetterCharacterHead (OUTDATED)

BetterCharacterHead (OUTDATED)

by 76561198152628521

NO LONGER SUPPORTED. SORRY GUYS! Please use the better version from ButterBro (thank you very much for fixing my mod!) https://steamcommunity.com/sharedfiles/filedetails/?id=2434712492 Reup my mod. The Subscribe button is now working. ------- About this mod: Replace Vanilla Character Heads with Better Character Heads. ------- Installation: - Subscribe this mod. - Go to folder "Mods" - Copy "Content" folder inside folder "BetterCharacterHead" - Paste to main game directory (it will ask to replace the original "Content" folder, click yes to all) - Done. ------- For Update: - Redo the installation steps included Unsub and Resub. ------- ------- Progression: DONE: - All female heads. - All male heads. - YAY! -------- Known Issues: - Some hair style might clipping over the captain hat. - The dark skin color might not look good with some outfit which expose the skin (the default skin color of the outfit was white color) -------- Copyright: - All of the heads was drawn by me. (except some hairstyle which I keep from the vanilla game, only scale or edit some small parts of those hairstyle) - Feel free to use it for your mod!

4,157 downloads Details →
[CN/EN]Peko items [outdated]

[CN/EN]Peko items [outdated]

by 76561198283389851

[b] Ora et labora! [/b] This mod adds a number of items to the game, including weapons, tools, clothing and bags (in progress). Since it became clear that the crew will be forced to leave the ship more often, I wanted to add a little variety of weapons. I recommend combining the use of the mod with modifications that expand the appearance of enemies. Enjoy! Thanks to comrade [CRS] Israel 13501 for help in the initial stage! Many thanks to author of EK mods. He inspired me to make that mod. i don't own any of rights to sprites, all rights belong to copyright holders ---------------------------------- (汉化工作由老虎脱粒机汉化组完成) 这个MOD在游戏中增加了一些物品,包括武器、工具、衣服和包(正在制作)。 因为很明显,船员将被迫更经常地离开潜艇,我想增加一点武器的种类。我建议此模组与增加难度的模组共同使用。 玩得愉快! 感谢[CRS] Israel 13501同志在初始阶段的帮助! 非常感谢EK模组的作者。他启发了我做这个MOD。 我不拥有贴图的任何权利,所有权利都属于版权所有者。 ---------------------------------- Workshop ID: 2295165270

6,506 downloads Details →
Better Charging (WITHOUT DETERIORATION CHANGES)

Better Charging (WITHOUT DETERIORATION CHANGES)

by 76561198866196217

[h1]WARNING NOTE[/h1] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3310660439]Original Better Charging[/url] currently features 1 status effect that makes all devices nearby detoriate extremely quick, probably as revenge after Moon's drama in undertow. This version removes this and will be maintained instead of original mod creator. [h2]Better Charging is a mod that makes battery cell and oxygen tank charging better![/h2] The aim of this mod was to make battery cells and oxygen tank charging more immersive, realistic and more interesting game play wise. [h2]Better Battery cell charging![/h2] No longer are battery cells free to charge, they now all have an energy cost! Battery cells will make the charging dock draw more power and draw charge from a battery if charged there! In addition battery chargers now have a blinking red status led when charging that switches to solid green when done! Also a green power led on the left to tell you when the charger has power. Each battery cell will take 100KW while recharging and take 5 minutes. Charging battery cells from batteries now shows the cells on the battery cell slots and draws charge from the battery. They will draw 500kW/minutes to charge total and take 2 minutes. Both charging methods take equal amounts of power overall. [h2]Better Oxygen Tank charging![/h2] Charging oxygen tanks now consumes hull oxygen and 100KW of power to refill each oxygen tank. Charging oxygen tanks takes 5 minutes and draws 2x the amount of oxygen that a person would use from the hull. While 5 minutes may sound slow, this still means one oxygen tank holder can provide enough oxygen for 6 crew! All power consumption drops when charging is finished and increases if you charge more then one cell or oxygen tank at once.

11,242 downloads Details →
Tweaked Glowlers

Tweaked Glowlers

by 76561198860148650

[h1]To be brief:[/h1] [hr][/hr] Do this mod work in the current version? I have no idea :) Makes small changes to glowing items, such as their HP and hold positions. Also adds a flare gun and different colours of glowsticks. [h1]More specifically:[/h1] [hr][/hr] The 2 flare variants now slowly sink in the water and can be used as ammo for the flare gun. Normal flare survives 3 hits from a mudraptor. Alien Flare survives 5 hits from a mudraptor. Flares now burn out from existence when their condition is 0%. Glowsticks now slowly float upward in the water. Glowstics now can be equipped on a weapon like a flashlight. Glowstics survive 2 hits from a mudraptor. There are now 4 variants of glowsticks: normal, green, red, and blue. [b]You now hold the glowers at their handle.[/b] That's all. [h1]Happy glowing 🤡[/h1] [hr][/hr] [img]https://images.steamusercontent.com/ugc/58087746894221379/07339E2D29514EEA9A22220A7774AC48828DE12E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img]

11,594 downloads Details →
Scientist Job

Scientist Job

by 76561198041235727

[h1][b]This mod adds a new supportive job option called Scientist.[/b][/h1] [h3]It will have compatibility issues with mods that modify plants, fertilizer and pet food. Possibly compatible with Hungry Europans but probably not recommended. Compatible with Talent Additions.[/h3] [i][b]This job aims to make sub life a bit easier by supporting more indirectly than a medic. Instead of being a healer, you support mostly by providing items, resources and buffs to the crew. The three trees synergize pretty well. The specialization talent trees are as follows:[/b][/i] [h3][b]Gastronomy[/b][/h3] [i][b]A tree about making food to buff your crew. There are meat foods and vegetarian foods which provide buffs for an entire mission length. You can obtain meat by killing enemies with certain weapons to effectively "butcher" them. I tried to make the food system relatively simple, with three different tiers of meat and vegetarian food, basic, advanced (sweet, salty and spicy) and feasts. I didn't want to overcomplicated things and add too many different foods or new crafting stations or anything. In short, the further down the tree, the better food you can make and cheaper food becomes. The ingredients food requires determine the buff you obtain.[/b][/i] [h2][b]Additional details[/b][/h2] [list] [*][b]Mudhammer Torpedo Launcher[/b] a new heavy projectile launcher, like a massive harpoon gun. Deals massive single target damage and penetrates targets to hit twice, but unwieldy, difficult to wield and slow to fire. Can be used to get meat from enemies. [*][b]Carcass Splitter[/b] A big, slow two-handed cleaver that does high damage and severance but attacks slowly. Can be used to get meat from enemies. [*][b]Meat Food[/b] which gives damage resistance, more damage resistance for the higher tier recipes. [*][b]Vegetarian Food[/b] which gives health, more health for higher tier recipes. [*][b]"Seasoning"[/b] which gives food damage for salt, attack speed for spice, and move speed for sweetness. The final tier of food, Feasts, gives all three as well as the highest bonus for meat or plants. [/list] [h3][b]Botany[/b][/h3] [i][b]A tree about getting resources from dismantling produce and seeds as well as growing two new useful crops. Also supplies resources you may need to make food.[/b][/i] [h2][b]Additional details[/b][/h2] [list] [*][b]Blimberry[/b] an enhanced alternative to pomegrenade that makes an improved "Blimberry Extract." Also used as a "sweet" ingredient for food, or dismantled for stabilozine. [*][b]Blimberry Extract[/b] which doesn't actually require a talent to craft, so anyone can craft it once you obtain blimberries. Heals 2.5 more than pomegrenade extract (15%) as well as works as slightly weaker stabilozine. [*][b]Pepper Vine[/b] an alternative to "Salt Vine" that yields magnesium instead of sodium and does not explode in water. Also used as a "spice" ingredient for food. [*][b]Drought-Resistant Seeds[/b] crafted by combining two seeds, requiring less water and drowning slower in salt water. [/list] [h3][b]Zoology[/b][/h3] [i][b]A tree about raising new resource generating pets as well as combat pets. Also craft new pet-related items.[/b][/i] [h2][b]Additional details[/b][/h2] [list] [*][b]Pet Food[/b] now craftable with saline and produce, a slightly more efficient way to feed pets. [*][b]Sea Bunny[/b] which provides "morbusine sponges" which can be dismantled for the same ingredients as dismantling morbusine. Reliable way to get sulphuric acid and chlorine. LIMIT ONE active at a time. [*][b]Chitanium Armor & Helmet[/b] which are advanced pieces of armor that use a layer of chitin for added protection. [*][b]Shell Suit[/b] which is an enhanced version of the abyss suit with added protection including stun resistance. [*][b]Mineral Molluscs[/b] which generate random ore every now an then when fed. LIMIT ONE active at a time. [*][b]Strange Pet Mudraptor[/b] which must be raised from infancy all the way up to a veteran. Likes a steady diet of ethanol. LIMIT ONE active at a time. [*][b]Pet Mantises[/b] which are good combat pets that eat the same foods as Orange Boy. LIMIT TWO active at a time. [/list] [h3][b]IF YOU WANT THE PARALLEL UNLOCK VERSION OF THE MOD CLICK [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3171837763] HERE [/url][/b][/h3] [h1] Please leave any feedback, questions or suggestions and let me know if you encounter any bugs or problems.[/h1] Thumbnail art by my girlfriend, and some art assets done by my friend Myta. [h2]Russian localization by Sir_Kelt! Спасибо![/h2]

9,276 downloads Details →
Anime Waifu Enhanced Armaments patch

Anime Waifu Enhanced Armaments patch

by 76561198012344899

[b]This mod overrides all clothing and armor from Enhanced Armaments to match the style of "Anime Waifu".[/b] Includes all clothing from "Enhanced Armaments Fuel for the Fire Expansion". !!You can try to use this patch for other anime mods, but there are presented only female models and also feet will be slightly chopped!! [h3] Load order:[/h3] -Anime Waifu Enhanced Armaments patch -Enhanced Armaments Fuel for the Fire Expansion (OPTIONAL) -Enhanced Armaments -Anime Waifu Original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3100128373.

12,272 downloads Details →
X-WT Kakodis卡柯蒂斯

X-WT Kakodis卡柯蒂斯

by 76561198135040992

[h1] 简体中文 English [/h1] [b] 《这是[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2754023653] DA-漩流级 战列巡洋舰 DA-Maelstrom Class Battlecruiser [/url]为基础的二改潜艇》 [/b] [h1] 概述 [/h1] 一艘宇航战舰改装过来的潜艇,船外可见改装后一些机械暴露在外,她用于联盟的运输补给各站点的任务,为了减轻船体重量增加载货量,船上大部分武器被拆除仅保留部分轻武器防御,同时也运输核武器并且能在紧急情况下可以使用的唯一致命手段,拥有强大的反应堆和超速推进器可在短时间内机动回避。 [h1] 规格 [/h1] 类型:运输型 价格:8500mk 尺寸:65x24 载货:76箱 水平速度:22km/h 下潜速度:18km/h 推荐船员:5-12人 推荐经验:驾轻就熟 [h1] 配置 [/h1] [list] [*]武装:电磁枪x2 五倍伤害激光炮x1 无人机连射枪 自动放电线圈x4 潜望镜导航核鱼雷(所有舰载武器除了鱼雷都可以AI操控,无人机先切换炮台模式) [*]自动反应堆平衡负载,输出10000kw耗油率较大但可以通过升级减少耗油率。 [*]超速推进器,启动时可以瞬间加速到80-90km/h左右并很快降回去。 [*]指挥室一键排水断电,一键爆破压载舱。(有安全保险机制当有人在压载舱时无法爆破) [*]怪物入侵警报,当怪物从舱门进入会触发警报,当怪物在舱门外时,气闸会发出警报。 [*]气闸震撼弹暂时压制怪物,当怪物进入气闸会触发震撼弹(震撼弹需要补充),有保险机制如果其爆炸范围有人则不会触发。 [*]船外监控、压载舱监控,配备在指挥室和枪炮库,双击切换摄像机。 [*]警卫无人机,作为舰艇主要武装之一。 [*]上方发射的核鱼雷,装载2个核弹,2个uex,潜望镜控制,有声纳。 [/list] [h1] 无人机与核鱼雷操作指南 [/h1] 无人机潜望镜控制双击鼠标左键切换模式,指示灯红色是攻击,蓝色是移动,导航终端切换控制可接管移动。 鱼雷发射后会缓慢下降,按住鼠标左键向后移动,鼠标指针方向控制上浮和下潜(电量条走完会爆炸,头部触碰任何物体都会立刻引爆,鱼雷发射后仍然可以对接回去不会引爆,鱼雷发射前遭到损坏后发出故障警告)。 [h1] 平衡与注意事项 [/h1] 船上的武器都不能更换。 一艘货运潜艇无法全副武装,在对付大型怪物时会出现不利的局面,这需要舰长在操纵潜艇时需要注意自己的位置。 无人机是无限弹药但攻击耗电,无人机上的设备也会轻微耗电不要把电用光,不然没电将无法返回潜艇,无人机不是无敌,外壳大约是600耐久,一旦被怪物撕破会失控并下沉,无人机的攻击范围是下方180°角,攻击死角是上方180°角注意位置! 船上有部分特殊船壳是双倍耐久(如枪炮室),船上部分水泵抽水速度会相对较快(如枪炮室、气闸、货舱)。 指挥室可以直接控制潜艇所有武器,无人机除外。 医疗舱有一个毒剂收纳箱在柜子中间,指挥室柜子有三个迅猛龙蛋可以拿去卖,作为第一回的启动资金。 [h1] 参考 [/h1] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2754023653] DA-漩流级 战列巡洋舰 [/url]基础原型 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2746776991&searchtext=sg] DIP-OceanCatII-EKII [/url]外观参考 [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2658314680&searchtext=] The Peregrine [/url]外观参考 (其他详细请看原型介绍) [hr][/hr] English Machine Translation(my english is really bad...) [b] 《This is the[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2754023653] DA-漩流级 战列巡洋舰 DA-Maelstrom Class Battlecruiser [/url]base prototype conversion submarine.》 [/b] [h1] Overview [/h1] A submarine converted from a spaceship. After the modification, some machinery is exposed outside the ship. She is used for the mission of the alliance's transportation and supply sites. In order to reduce the weight of the hull and increase the cargo capacity, most of the weapons on the ship were removed and only some light weapons were retained. Defense, while also transporting nuclear weapons and the only lethal means that can be used in an emergency, with powerful reactors and hyperdrives to temporarily escape danger for a short period of time. [h1] Information [/h1] class:Transport Price: 8500mk Size: 65x24 Cargo: 76 Boxes forward speed: 22km/h diving speed: 18km/h Recommended crew number: 5-12 Recommended crew experience: Experienced [h1] Configuration [/h1] [list] [*]Armament: Coilgun x2, 5x Damage Pulse Laser x1, Drone Chaingun, Auto Discharge Coil x4, Periscope navigation nuke torpedoes (all ship weapons except torpedoes can be AI operated, drones switch to turret mode first) [*]Auto reactor balancing load, output 10,000kw consumes more fuel but can be upgraded to reduce fuel consumption. [*]Overdrive propulsion. When activated, it can quickly move the ship forward or backward for a short distance, depending on the driving direction. [*]Command room with one button to drain and disconnect and one button to blast ballast tanks. (with a safety mechanism to prevent blasting when someone is in the ballast tank) [*]Monster intrusion alarm, which is triggered when a monster enters through the hatch, and an airlock alarm when the monster is outside the hatch. [*]The airlock Stun Grenade temporarily suppresses the monster and triggers the Stun Grenade when it enters the airlock (the Stun Grenade needs to be replenished), with a safety mechanism that does not trigger if there are people in its blast range. [*]Monster intrusion alarm, which is triggered when a monster enters through the hatch, and an airlock alarm when the monster is outside the hatch. [*]CCTV system in Command room to monitor the external of submarine, equipped in the command room and gunner compartment. [*]Guard drones, as one of the ship's main armaments. [*]Top launched nuclear torpedo, loaded with two nuclear shell on uex, 2 uex, periscope control, with sonar. [/list] [h1] Balance & Notes [/h1] All weapons cannot be replaced. A cargo submarine cannot be fully armed and will have a disadvantageous situation when dealing with large monsters, which requires the captain to pay attention to his position when manipulating the submarine. Drones have unlimited ammunition but power consumption when attacking, and the equipment on the drones will also consume a little power. Don't use up all the electricity, or you will not be able to return to the submarine if there is no power. Drones are not invincible, and the shell is about 600 healths. The tearing will lose control and sink. The attack range of the drone is 180° below, and the dead angle of the attack is 180° above. Pay attention to the position! Some special hulls on the ship are Double healths (such as gun room), and some pumps on board will pump water relatively fast (such as gun room, airlock, cargo hold). The command room can directly control all weapons of the submarine, except for drones. The command room will have three Mudraptor egg, can be sold for money. [h1] reference [/h1] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2754023653] DA-漩流级 战列巡洋舰 [/url]base prototype [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2746776991&searchtext=sg] DIP-OceanCatII-EKII [/url]Exterior [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2658314680&searchtext=] The Peregrine [/url]Exterior

7,810 downloads Details →
Sellable Submarines

Sellable Submarines

by 76561199186525066

Now you can sell your subs Mod require c#, works in multiplayer Subs are sold with a 10% discount + repair cost [url=https://github.com/SomeRandomNoobKekeke/Sellable-Subs--code-] Source code [/url]

12,248 downloads Details →
EK Vega Mk-I

EK Vega Mk-I

by 76561198059085511

[h1][b]Do not send 'community awards'.[/b][/h1] Until the new system is fixed, there is no point in sending awards to community items. [h1]EK 'Vega' Mk-I Heavy Combat Shuttle[/h1] [quote]A campaign submarine dedicated to "very small crews". Despite it's size, it has most of the equipment needed for campaign. Made this as a little break from doing large submarines, and based off of comment suggestions.[/quote] [i]"A nimble strike craft designed by the Europan Independent Marine for use as a high speed escort, attack, and marine boarding vessel. The Vega class is extremely heavily armed for it's size, with it's most notable armament being a large chin mounted flak turret. It's substantial weapon load comes at the cost of most crew amenities, possessing only basic on-board medical & fabrication facilities. However it's survivability is somewhat improved by a deployable repair-foam system."[/i] [b]Role:[/b] Scout ( Patrol / Shuttle / Strike-craft ) [b]Tier:[/b] 2 [b]Price:[/b] 18,000 Mk [b]Recommended Crew:[/b] 3 - 5 [b]Size:[/b] 24x7m [b]Horizontal Speed:[/b] 28 ( 32 with upgrades ) [b]Vertical Speed:[/b] -19,26 [b]Cargo Capacity:[/b] 4 Boxes [b]Magazine Capacity:[/b] 12 Shells, 18 Boxes [b]Vessel Strength:[/b] Medium [b]Vessel Maintenance:[/b] Low / Small-Crew [b]Recommended Difficulty:[/b] Medium [b]Recommended Crew Experience:[/b] Experienced [b]Notable Features:[/b] [list][*] Under-deck ballast [*] Repair-foam system [*] Small engineering room [*] Small medical closet [*] Small weapons locker [*] Docking port power transfer [*] Drainage duct system [/list] [b]Weapon Systems:[/b] [list][*]x1 Flak Cannon (Heavy Turret-Mount) [*]x2 Coilgun (Turret-Mount) [*]x2 Empty Hardpoint (Turret-Mount) [*]Depth Charge Launcher (Fixed Mount)[/list] [quote]Lever in upper airlock toggles docking port charging/discharging. Lever in command activates foam canisters.[/quote] [code] Stock Reactor Controller Trim: 0.02 - 75 Stock Battery Controller Trim: 101 - 15[/code] [b][strike]I don't really have any specific plans for more submarines, [u]feel free to suggest what kind of subs you are interested in seeing made.[/u] For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented?[/strike][/b] [b]-with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now. ( Also expect that potential "EK mods remaster" to not happen after all )[/b]

11,800 downloads Details →
Baroverhaul Immersive Ignitables Patch

Baroverhaul Immersive Ignitables Patch

by 76561198041235727

[h1][b]LOAD ORDER IS IMPORTANT[/b][/h1] [h1][b]WORKS FOR BOTH CLASSIC AND CURRENT BAROVERHAUL[/b][/h1] From top to bottom [h3][b][list] [*]Baroverhaul Immersive Ignitables Patch [*]Immersive Ignitables [*]Baroverhaul [/list][/b][/h3]

11,662 downloads Details →
deus ex machina 机械降神·心愿罗盘 萌化外骨骼Exosuit

deus ex machina 机械降神·心愿罗盘 萌化外骨骼Exosuit

by 76561198366523132

[h1] 机械降神·心愿罗盘 [/h1] “永远不要背叛它,否则会发生你最害怕的事情” [h2] 这是一款新型外骨骼mod [/h2] 其中包含两种职业的机娘,她们有各自擅长的领域和特殊能力,并且全部配备了声纳功能 [b] 塞壬型机娘·桃乐丝 [/b] 拥有媲美锤头煞的游泳速度,食用一整块锤头煞肋排后可以使用塞壬之歌,为人类提供活力和急速,清除并免疫精神病,轻型机体使其防御力堪忧,减弱了使用武器的能力,插入雷素电池后大幅提高移动速度 近战伤害和远程伤害-30% [b] 收容型机娘·索菲亚 [/b] 身体可以安全高效的收容多个异星遗物,插入异星电池后可以释放EMP攻击,插入雷素电池或异星电池后大幅提高移动速度 [h2] 闲置状态 [/h2] 别担心,她们会自己找乐子 [h2] 系列mod [/h2] https://steamcommunity.com/sharedfiles/filedetails/?id=3393808508 https://steamcommunity.com/sharedfiles/filedetails/?id=3395876305 https://steamcommunity.com/sharedfiles/filedetails/?id=3403727681 以MKSERY的“Better Exosuit with Platform 外骨骼优化和置物架”mod为基础进行修改 https://steamcommunity.com/sharedfiles/filedetails/?id=2920285952 [hr][/hr] [h1] Deus Ex Machina·wish compass [/h1] “Never betray it, otherwise the thing you fear the most will happen” [h2] This new type of Exosuit mod [/h2] It includes two professions,They have their own areas of expertise and special abilities,And all equipped with sonar function [b] SirenTypeGynoid·Doris [/b] Swimming speed comparable to Hammerhead,After consuming a whole piece of hammerheadibles, you can use the Siren Song,Providing Hyperactivity and Vigor for Humans,Eliminate and immunize against Psychosis,The lightweight body makes its defense capabilities worrying and weakens its ability to use weapons,After inserting the Fulgurium Battery Cell,the movement speed is significantly increased Close combat damage and ranged damage-30% [b] ContainTypeGynoid·Sophia [/b] The body can safely and efficiently contain multiple Alien Artifacts,Inserting Alien Power Cell can release EMP attacks,After inserting the Fulgurium Battery Cell or Alien Power Cell, the movement speed is significantly increased [h2] IDLE [/h2] Don't worry, they will find their own fun [h2] Series mod [/h2] https://steamcommunity.com/sharedfiles/filedetails/?id=3393808508 https://steamcommunity.com/sharedfiles/filedetails/?id=3395876305 https://steamcommunity.com/sharedfiles/filedetails/?id=3403727681 Modify based on MKSERY's "Better Exosuit with Platform 外骨骼优化和置物架" https://steamcommunity.com/sharedfiles/filedetails/?id=2920285952

12,181 downloads Details →
(Fallout) Power Armor

(Fallout) Power Armor

by 76561198418715415

[hr][/hr] [hr][/hr] [h1](ENG)[/h1] Hello Comrade! Tired of monotonous divingsuits and clothes? Do you want something more futuristic? Then the "Power Armor" from "Fallout" is especially for you! The mod pack is still being finalized and I will try to add new Armor and Items if you like it! I will be glad to see your activity! (like/comment) Have a good game and good luck! [h1](CN)[/h1] 你好同志! 厌倦了单调的水服和衣服? 你想要更未来的东西吗? 那么"辐射"中的"动力装甲"特别适合你! 国防部包仍在最后确定,我会尝试添加新的装甲和项目,如果你喜欢它! 我会很高兴看到你的活动! (喜欢/评论) 有一个良好的游戏,祝你好运! [h1](RU)[/h1] Здравствуй Комрад! Надоели однообразные водолазные костюмы и одежда? Хочется чего-то более футуристичного? Тогда "Силовая Броня" из "Fallout" специально для тебя! Мод-пак ещё дорабатывается и я постараюсь добавлять новые Брони и Предметы если вам понравиться! Буду рад видеть вашу активность! (лайк/коммент) Хорошей игры и удачи! [hr][/hr] [IMG]https://steamuserimages-a.akamaihd.net/ugc/1842556908661568768/856317328CBE8EE4A6299FBDF2E693B692F5FAF0/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/IMG] [hr][/hr] [h1]Now in the mod there is:[/h1] [list] [b]Power Armors:[/b] [*]x01 [*]t-60 [*]t-51 [*]t-45 [b]Misc:[/b] [*]3 types of Energy Cores (high, medium, small) [*]Exoskeleton [/list] [b](All of the above can be crafted)[/b] [hr][/hr] The mod is in the active stage of development. If you have any suggestions, or you have found a bug, please write to me in one of the discussions! [b]Have a nice game![/b] [hr][/hr] Plan: Rebalance and complete reworking of armor mechanics Adding a rack for power armor Adding Several variations of skins to armor Adding modifications Adding Clothing Fractions [hr][/hr] [hr][/hr] [b]Special thanks[/b] to a: [url=https://steamcommunity.com/profiles/76561198885159296/][b][i]Gustav Li[/i][/b][/url] And thanks to a colleague:[url=https://steamcommunity.com/id/YakAll/][b]Yak'All[/b][/url] [IMG]https://steamuserimages-a.akamaihd.net/ugc/1821165925081926986/36EE67C7235FCB7502E54B4F4651A8C868C0734C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/IMG]

8,402 downloads Details →
Immersive Sonar UI - EK Compatibility Patch

Immersive Sonar UI - EK Compatibility Patch

by 76561198044041937

[h1]Compatibility Patch[/h1] Makes navigation terminals from any EK mod compatible with any version of Immersive Sonar UI. [h1]Universal[/h1] This patch is also universal which means it makes the terminals compatible with [u]any sonar mod[/u] that changes the vanilla sonar automatically, not just Immersive Sonar UI and Real Sonar. So you should be able to use this patch with any other sonar mod of your choosing and it should work with any variant of EK, as long as this patch is placed above your EK mods. [b]This mod can technically also be used without the EK and/or sonar mods to just add the EK terminals to your game.[/b] [h1]Load Order:[/h1] - Immersive Sonar UI - EK Compatibility Patch - Any Sonar Mod (optional) - Any EK Mod (optional)

10,832 downloads Details →
EK Mods - Definitive Edition

EK Mods - Definitive Edition

by 76561198846844629

[h1] EK IS BACK! [/h1] Do you want a version of EK that has some semblance of balance? Do you miss the simplicity of old EK, whilst despising certain liberties taken with remasters? Do you want to just put ammo in your gun and expect it to work? Do you want to use EK mods and expect them actually work? [h2] This revitalization has many fixes and improvements not present in any other version of EK and is bug free*[/h2] Say no more cause with EK Mods - Definitive Edition the items you loved are BACK without all the needless fuel requirements, pseudo "reloads", and bugs with some much needed fixes and modernization as well as an active developer [h2] NOTABLE IMPROVEMENTS INCLUDE [/h2] [h3] EK Armory [/h3] -Modernized weapon attachment system, no more 7 battle rifle variants -No more needing exactly 2 of a given magazine to recycle -All ammunition now uses the vanilla munition tagging system eliminating the need for loading kits and weapon components -Streamlined inventory slots (No more shotguns with 9 slots) -Tactical shotgun reload and firing sounds decoupled -added case ejections to most firearms -Added container tags to weapons and clothing allowing bots to clean up layabout items -Small arms ammunition now have container stack sizes 3-4 times the character stack size -EK Ammunition can now be placed in vanilla bandoliers -All non heavy weapons can be stored in inventory -Drones now use vanilla behaviors eliminating the need for beacons -the beast is now hitscan that will hurt both you (if under level) and the enemy with proper penetration values [h3] EK Gunnery [/h3] -Modernized Flak ammunition to actually spawn shrapnel -View ranges for turrets are now consistent with vanilla turrets -Various fixes to preferred item containers and tags. No more hybrid ammo being left in cargo -Fixed extended ammunition having less ammunition that standard boxes -Ammunition now uses the munition_core item tags bringing more choice to what resources are spent/saved -All ammunition has vanilla recycling thresholds and box tagging allowing for any box of a given ammo type to be reloaded as another. [h3] EK Utility [/h3] -Added Portable Power Distributors -Reworked the supply pouch into a waterproof container -Resource Crates can no longer have their deconstruction outputs duplicated via the Residual Waste talent -Incendium fuel rods are now the 2nd best rod type in the game, at the cost of burning its handler and emitting twice as much radiation as the volatile fulgurium rod -Job lockers no longer send status updates increasing performance -EK Lockers are now linkable -Hardsuits are no longer held before equipping from a locker -Fire suit is actually useful now providing an effective 99% burn immunity. (Please note this does not protect you from the stun of the fire) [h3] EK Dockyard [/h3] *To be worked on when DLC drops* [h3] Other [/h3] -Removed 1:1 Deconstruction/Fabrication recipes -Blueprints being added to give the mod some sense of progression with campaign unlocks -Shops have been decluttered to improve campaign stores -Weapons and Items now use vanilla contained textures -Not campaign spawns have been added for some items (mostly weapons) This Mod is backward compatible with ships using other versions of EK (as long as they don't use any disabled parts) [b] It should be glaringly obvious this mod is INCOMPATIBLE WITH ANY OTHER VERSION OF EK [/b] [h2] Load Order[/h2] -Barotraumatic -EK Mods - Definitive Edition -Total Russian Translation -Other Mods [h2] Balance intentions [/h2] [b]This mod is balanced around Campaign with Hard/Abyssal preset with High/Hellish hostility[/b] The overall goal of this mod is to update it to current vanilla standard to the best of my abilities as Videogames has gone on the record stating that an official remaster of the EK mods is off the table, as such it is my intention to give proper treatment to this mod, instead of quickly repackaging 6 year old code and calling it a remaster I truly intend for this mod to be the definitive version. please bear in mind if something isn't immediately broken then it will most likely be fixed along with other items that aren't Priority 1 issues [h3] PLANNED UPDATES[/h3] -When the new DLC drops thats when ill start focusing on EK dockyard items, theres alot of new functions being introduced that will drastically changes how engines work which will allow me to unjank the auxiliary thrusters -Maybe add some blueprints for certain items? -Add items and properly integrate and modernize items that were disabled/missing, this will not include reactivating legacy labeled items -Some Texture updates to look more cohesive with the vanilla texture update 3 years ago this wont include everything this will mainly include items such as the extended ammunition boxes which use legacy ammo box textures [h3] KNOWN ISSUES [/h3] -When using a sub that was made with a different version of EK, some of the fixtures may be picked without the use of a tool until it is placed again, [b] as far as i am aware this is a problem with only the legacy versions of EK [/b] -[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3315444132]The Prometheus submarine[/url] cannot be used with this mod, as Prometheus bundles items from EK Dockyard under the same identifiers having this mod loaded alongside Prometheus will result in an Identifier clash which means they cant be used together [h3] FAQ [/h3] Q: Why wait until the DLC to fix Dockyard Items? A: From what is being teased, the DLC will introduce many new functions for modders to play around with, prematurely fixing items in Dockyard runs the risk of implementations being made obsolete, or worse, broken upon update. A good example would be the vertical engines, making them work as intended is impossible without lua but custom propeller placement is going to be added in the DLC/Update, so no need to work on it until it drops Q:How buggy is this mod? A: As limited as my feedback is, currently this mod is throwing zero bugs Q: Something is broken or not working correctly, where can i report it A: The [b]official bug reports discussion[/b] is what i have used so put it there Q: Can you stop constantly pushing updates? A: No, there is little reason to wait and bundle fixes/reworks, as this mod has had 231 updates as time of writing it has very much entered into the "fine tuning" era where fixes can be expected to come quick along with individual reworks/balancing to be more thorough Q: Something from the Original EK isn't there, can you fix it? A: If it was removed it was for either (A) A vanilla equivalent was introduced making the item no longer needed, (B) is so functionally broken it might as well be deleted or (C) the item breaks balance so bad it needs to be disabled (explosive ammo) Q: Are you going to add new stuff? like extended Flak ammo? A: Maybe, depends on the item Q: Is this compatible with x mod?/Can you make a patch for x mod? A: No, I personally don't play with any overhaul or "immersive" mods, if you wish to make a patch for them feel free to do so, [b]existing patches may work[/b] Credit to Videogames for the Original EK mods and Vladmirangel for the Medical Laser Rifle Running Dynamic Europa and find station garrisons are too easy? With [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3455965207]Dynamic Europa - EK Weapons[/url] it gives stations EK weapons and Uniforms

13,144 downloads Details →
Quality Ammo Boxes

Quality Ammo Boxes

by 76561198072645889

This mod enables craftable ammunition boxes to be of quality. Each quality level gives [b] +10% max condition[/b] to a crafted box, making them last longer when used in turrets. For the purposes of crafting, the ammunition boxes are considered "weapons" so any talent that gives a quality boost to that category of crafted items will also apply to all the ammo boxes (such as the Engineer's Weapon Artist or the Security Officer's Weaponsmith). This mod work for itself but it does not support ammunition boxes from other mods; if you wish to support them, please check out [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2954460511 ] Quality Ammo Boxes+ (LUA) [/url] Feel free to comment any feedback or bugs. Enjoy! Check out my other mods: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2965587205] Quality Railgun Shells [/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2954460511 ] Quality Ammo Boxes+ (LUA) [/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2947379906] Bigger Heavy Wrench [/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2946596727] Old+New Clown Tree Talents [/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2946571243] Old Clown Tree Talents [/url]

9,390 downloads Details →
XP Catchup

XP Catchup

by 76561198214594327

[i][b]A simple but effective XP/Level catchup mod based on current campaign progression.[/b][/i] As you get further in a campaign, [b]players below level thresholds will be automatically leveled up[/b] when embarking into a mission outside of a station. This effectively means new players (or significantly behind players) can gain still have a chance to play with talents when joining an existing campaign. This mod is purely xml based and does no overrides so should be very compatible with the majority of mods. [b][u]Level Up Values:[/u][/b] ( Level Difficulty: This is a stat that the game uses to track campaign progression.) 2 Levels - Level Difficulty: 15 - Start of biome 2. 3 Levels - Level Difficulty: 27 - Roughly halfway through biome 2. 4 Levels - Level Difficulty: 35 - Start of biome 3. 5 Levels - Level Difficulty: 42 - Roughly halfway through biome 3. 6 Levels - Level Difficulty: 50 - Start of biome 4. 7 Levels - Level Difficulty: 58 - Roughly halfway through biome 4. 8 Levels - Level Difficulty: 69(nice) - Start of biome 5. 10 Levels - Level Difficulty: 75 - Roughly halfway through biome 5. [b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3651645719]Guide for editing level values if you are feeling brave[/url][/b]

14,851 downloads Details →

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