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Barotrauma Mods & Plugins
This catalog lists 81,000+ Barotrauma projects from Steam Workshop. Entries can be server-side, client-side or required on both sides, and may include maps or other user-generated content. Check the linked source page, game-version compatibility and dependencies before installing.
Nereus
by 76561198119469172
EN Sometimes you need a little bit more place for a little bit more cargo for your capitalistic greedy needs. But don't worry Nereus came here to help. Huge cargo bay will give you a place for everything. Want to mine resources from whole map? Buy the whole shop in mining outpost and sell it for more in others? Transport hammerhead with you (do you like seafood so much)? No problem my boy. Nereus can handle it. But be aware of its hungry reactor and easy flooded cargo bay. Name Nereus Type Transport Size Yes Weaponry - 4 coilguns - 1 discharge coil - 1 depthchargelauncher Hungry for fuel? And cargo Backuppowerarray 40k energy dude Crewquarters Comfy beds and working TV Crew 6-12 Expierence Capitalists Guitar and harmonica Of course my accordion Features - Huge cargo space - Double amount of fabricators - 5 Spotlights connected with one periscope at control room - Motion detector near discharge coil - Raptor(easter) eggs hidden everywhere - Honk - Punishment cell for bad boys Feedback and feedraptor appreciated RU Иногда нам нужно немного больше грузового места для наших капиталистических потребностей. Но не расстраивайтесь, Нерей пришел помочь вам. Огромный грузовой отсек позволит вам перевозить все что вам захочется. Хотите перекопать все ресурсы на карте? Скупить весь магазин в шахтерском аванпосте и сбагрить подороже на других? Провозить молотоглава с собой(вам так нравятся морепродукты)? Нерей решит все эти ваши проблемы, как будто их и не было. Только не забывайте про белазовский расход топлива и легко затапливаемый грузовой отсек. Имя Нерей Тип Транспорт Размер И не Урюпинск, и не пермь. Тоже ничего, но все-таки не Пермь Вооружение - 4 магнитные пушки - 1 разрядная катушка - 1 зарядник глубинных бомб Расход как у Белаза 27тонн? Только перевозит 450 Запасной источник энергии 40к энергии Каюты Удобные кровати и работающий телевизор, пиво не подвезли( Команда 6-12 человек Опыт команды Капиталисты Гитара и гармошка Поддержи мой аккордеон Особенности - Огромный грузовой отсек - Двойное количество фабрикаторов - 5 прожекторов, работающие с одного перископа в комнате управления - Детектор движений возле разрядной катушки - Honk - Карцер для поклонников моргенштерна Отзывы категорически приветствуются
Teardrop V.2
by 76561198865678200
Small research submarine, just slightly bigger than a standard shuttle. Dedicated to those who want to directly explore and study Europa. Recommended to be used as starting submarine before switching to a bigger one. However, not few people choose to embrace this sub until the end due to its compactibility, decent damage control, and an useful AI which can explain and respond to the crews' curiosity. Moreover, it is also equipped with Auto Aim & Fire coilguns for minimum self-defense.
Watcher Diver
by 76561198337421001
The church of the Husk captured this dead Watcher. Thanks to electricity and husk parasites they managed to bring it back to life!. They also salvaged a leaking, but working, nuclear reactor and a large submarine engine in regular condition. The Submarine is docked to a command platform with two fabricator modules, O2 generator and a brand new Rail Gun!. This Watcher can kill small enemies with its gaze. I am still deciding what to do to bigger creatures and thinking that maybe the gaze is too stronk. Thanks 4RN01D KV15T3R for helping me with the design (It was an ugly rectangle before he helped me).
[IEE] V - 25 Lamprey
by 76561198015469483
The first ship from a series of small submarine interceptors of Project V-25. Developed by StansShip company for the fleet of the International Expedition of Europe. Lamprey class submarines are designed specifically for the defense of the near habitable zone. It has excellent driving performance and decent armament, but due to its one-deck location, survival is extremely small. In part, this unpleasant fact is offset by a reliable emergency power supply system, warning and alarm systems. Despite its small size, boats of this class are equipped with all the necessary set of equipment that can provide a complete production cycle of everything necessary. Fabricator with integrated storage (the terminal is next to it). Speeds up the production process. -------------------------------------------------------------------------------------------------------------------------------------- Systems and indication: Command terminal: - reactor shutdown; - battery management; - Alarm. Gun systems: - Periscope control 2 guns (switch button next). Other systems: - Emergency opening of a flooded gateway (red switch); - Separate emergency power supply of the oxygen generator (switch on the panel at the top above the generator); (It functions separately from the main and spare power systems); - Oxygen level indicator (functions without power supply). Indication and alarm: - The indicator of the charge level of the main batteries (green, on the left side); - Battery indicator ON / OFF (green lamp next to the indicator); - The indicator of the backup battery charge level for the oxygen generator (red, on the left side); - Oxygen level indicator (red, on the right side); - Indicators of the status of ballast hatches, open / closed (small red lamps at the top of the command terminal); - Reactor ON / OFF status indicator (small yellow lamp at the top of the command terminal). - Added indication of gun capacitors charge level. (on the screen of the command terminal). -------------------------------------------------------------------------------------------------------------------------------------- Major changes and updates after 10: 1. Added fire extinguisher in the bow. 2. The buttons for controlling the central hatch / door are added. From the command terminal. Головной корабль серии скоростных субмарин перехватчиков, проекта V - 25. Разработана компанией StansShip для флота международной экспедиции Европы. Класс " Минога" был создан специально для обороны ближней обитаемой зоны городов. Обладает отличными ходовыми характеристиками и приличным вооружением, но из за своей однопалубной компоновки живучесть крайне мала. Отчасти этот малоприятный факт компенсируется надёжной системой аварийного питания, системами предупреждения и сигнализации. Несмотря на свой малый размер, лодки данного класса оснащены всем необходимым набором оборудования, которое может обеспечить полный производственный цикл всего необходимого. В состав производственного комплекса входит фабрикатор с встроенным хранилищем (через терминал), ускоряющий производственный процесс. -------------------------------------------------------------------------------------------------------------------------------------- Системы и индикация: Командирский терминал: - Отключение реактора; - Управление батареями; - Сигнал тревоги. Орудийные системы: - Перископ управления 2 орудиями (переключение кнопкой рядом). Прочие системы: - Аварийное открытие затопленного шлюза (красный переключатель); - Отдельное, аварийное питание генератора кислорода (переключатель на панели вверху над генератором); (Функционирует отдельно от основной и запасной энергосистемы); - Индикатор уровня кислорода (функционирует без энергоснабжения). Индикация и сигнализация: - Индикатор уровня заряда основных батарей (зелёный, с левой стороны); - Индикатор батарей ВКЛ / ВЫКЛ (зелёная лампа рядом с индикатором); - Индикатор уровня заряда резервной батареи для кислородного генератора (красный, с левой стороны); - Индикатор уровня кислорода (красный, с правой стороны); - Индикаторы состояния балластных люков, отрыто / закрыто (маленькие красные лампы вверху командирского терминала); - Индикатор состояния реактора ВКЛ / ВЫКЛ (маленькая жёлтая лампа вверху командирского терминала). - Индикация уровня заряда орудийных конденсаторов (на экране командирского терминала).
Sonar Window Mod
by 76561198067648882
Sonar Window Mod Displays your submarine's sonar live on a second (or third) monitor – as a real, standalone window, not a screen mirror. Once you've used any sonar terminal, the mod automatically remembers it and keeps displaying it, even after you've moved on elsewhere – including ping blips, position markers, and distance labels. Features - Keeps running in the background even without the sonar UI open - Windowed or fullscreen mode selectable (default: windowed, movable/resizable) - Automatically avoids covering the game if the window would overlap it – without ever locking you out - Cycle between multiple active sonars without walking up to them (F7) - Optionally lock the external display to a single chosen sonar, ignoring others - Intruder alarm: red flash + subtle, volume-adjustable sound as soon as an enemy enters your own submarine - Shows "Sonar offline" if the device loses power, instead of leaving a frozen image up - In-game settings window (F8): adjust target monitor, background color (color wheel slider), refresh rate, circle size, windowed/fullscreen, alarm volume, and more directly in-game - Alternatively: all settings also changeable via a text file (settings.txt) - Menu language: German, English, or Russian (automatic detection available) - Lock the sonar (F9): prevents a different sonar you happen to walk past from taking over the display - Show/hide the external window (F10), also automatically hides itself while in the main menu or when the game isn't in the foreground - Up to ~60 FPS (configurable higher) Client-side only, no effect on actual gameplay. Controls (default, changeable in the F8 menu) F7 – Cycle to the next active sonar F8 – Open/close the settings window F9 – Lock/unlock the current sonar F10 – Show/hide the external window Requirement: LuaCsForBarotrauma This mod needs LuaCsForBarotrauma with CSharp support enabled. Installation (one-time, ~5 minutes): - Subscribe to both "LuaCsForBarotrauma" AND "Cs For Barotrauma" in the Workshop, enable both in the Mods menu - Main menu → LuaCs Settings (top left) → enable "Enable CSharp" - Main menu → Host Server (not directly Singleplayer!) → change the "Server Executable" dropdown from "Vanilla" to "Lua For Barotrauma - DedicatedServer" → start the server (you can turn off public visibility) - In the server lobby, open the debug console (F3), type: install_cl_lua, press Enter - Restart Barotrauma completely - Done – LuaCs now also runs automatically in singleplayer Why the detour through "Host Server"? This is LuaCsForBarotrauma's own official installation method, not something this mod specifically requires – every CSharp mod for Barotrauma needs this one-time step. Troubleshooting Mod doesn't show up in the mod list: Check folder structure, or re-check Workshop subscription/activation. Mod is enabled but nothing happens: - Is "Enable CSharp" active in LuaCs Settings? - Did you start an actual round (not just the main menu)? - Debug console (F3): is there a line with and "LuaCs running state entered"? If not, the install_cl_lua step above wasn't completed. "Access to the path is denied" during install_cl_lua: Known Windows permissions issue. Usually fixed by: running Barotrauma/Steam as administrator, verifying game file integrity (Steam → Barotrauma → Properties → Installed Files), or briefly disabling antivirus for the Barotrauma folder. Window appears on the wrong monitor / covers the game: Adjust the target monitor in the F8 menu, or stay in windowed mode (default). Known limitations - Only tested on Windows - Requires a second monitor (or windowed mode on one) - May briefly stop working after major Barotrauma updates until the mod is adjusted
SM Budget Bullet
by 76561198159571858
A larger, more dangerous upfit of the classic Budget Bullet originally produced by Old Man Jake himself. Incredibly fast, incredibly dangerous, and absolutely does not have a warranty. Includes a functional reactor and fabrication bay for those brave (or stupid) enough to use it for longer trips. Rumors that it is haunted by a "troll" are to be disregarded. No refunds. Includes a cabinet full of the ugliest clothing on Europa in the fabrication bay and an automatic rum dispenser at the navigation terminal for optimal driving experience. Super ballast mode and overdrive are to be used at operator's own risk. Link to original Budget Bullet (credit to Windows XP): https://steamcommunity.com/sharedfiles/filedetails/?id=2391208260&searchtext=budget+bullet Specifications: Class - Attack Tier - 1 Price - 3000 mk Hull strength - 200 (vanilla) Reactor max. output - 2000 kW Engine output - 500 force @ 500 kW Top horizontal speed - 50 kph (100 kph with overdrive) Top vertical speeds - 17 kph ascent, 11 descent Neutral ballast level - 0.58 Crate storage capacity - 4 Diving suit docks - 5 Hardpoints - 2 small (2 pulse lasers), 1 large (1 flak cannon), 1 depth charge loader and tube Fabricators - fabricator, deconstructor, and medical fabricator all linked to materials cabinet
Blahaj Backpack [V2]
by 76561198445036496
Better haj, better quality Mod will occasionally be updated every once in a while Currently known issues: N/A
Ammo Box Container
by 76561198054432372
Simple, vanilla-friendly mod which adds only 1 new items to the game Was inspired by the real world common use of milsurp ammo containers to conveniently store non-ammo things. I figure that surely the denizens of Europa would be storing their knickknacks in old coilgun ammo containers Adds: Empty Ammunition Box - Storage item which holds 12 small items - Can be held in both hands like normal ammo boxes - Can be placed on ammunition shelves like normal ammo boxes - Can't be placed in loaders like incompatible ammo boxes - Can be crafted with 1 Aluminum - reasoning is that this is the cost saved by recycling/refilling an ammo box so it represents the material cost of the box itself - Can also be crafted by recycling any existing vanilla empty ammo box (chaingun or coilgun) - Can be bought at some stations, especially found cheaply and abundantly at Military Outposts Should also be compatible with modded ammunition box storage I'll be looking to either add to this mod or make adjacent content in the future If you have any feedback or suggestions to make this more balanced or vanilla friendly, please let me know.
Panopticon V.2.4.1
by 76561198169836705
An upgrade from the Panopticon V.1, it encompasses the might of Argus Panoptes, the all-seeing. Has optional automatic coilguns, automatic discharge coils, lights indicate if the coil and railguns have fiering solutions on enemies. Automatic systems announce any flooding in any room, as well as main events like section lockdowns and brig breaches. This sub is for those who want to sit at the center of the world and see everything, with the might of the Panopticon, none escapes your gaze.
Harbinger Class Frigate
by 76561198124164243
The Harbinger was developed by Callisto Shipyards as a compact frontline attack submarine for crews operating in dangerous waters. Built as a light frigate, it was designed to survive heavy combat without requiring the size, crew, or upkeep of a larger warship. Its layout is practical and defensive. Important systems like the reactor, engine room, and gunnery compartments are placed deep inside the hull, helping the submarine stay operational even after taking serious damage. Exposed pipe networks make repairs easier to access, but also create an added maintenance challenge during combat. The Harbinger’s most notable feature is its automated chaingun defense system. These weapons cannot be directly controlled by the crew, instead acting as point defense against smaller threats while the main guns handle larger targets. Fast, durable, and heavily armed, the Harbinger is built for captains who need a dependable attack submarine that can survive the fight and finish the mission. COST: 45,000 MK Stats: - 25 km/hr Forward - 22 km/hr Descent - 8-12 Players recommended - 51X15 Dimensions - 12 crate capacity - Recommended experience : Intermediate - Low maintenance challenge Weapons: - x3 Chaingun ( cannot be directly controlled) - x1 Large Hardpoint - x1 Flak Cannon - x1 Depth Charge - x3 Coilgun Features: - 200HP Hull - Fabricator and Deconstructor - Medical fabricator - Dual Ballasts - Meltdown Alarms - Medical Bay - Good Maneuverability - Auto Turret Switch - Exterior and Interior Surveillance System - Good Diving Suit Placement - Supercapacitor Reserve Battery
SkyBlade I - III EN WIP
by 76561198043846558
This is a rough English translated mod for the Sky blade mod https://steamcommunity.com/sharedfiles/filedetails/?id=3550115302 by Tem黄! VERY work in progress as more and more things do gets translated. Subscribe and give them cheers for making it fantastic submarine! Currently finished translated is the T2 and T3/x Rest is currently being translated over time Please do give feedback
Gurevich
by 76561198056075738
Sister ship to the Shavrov, the Gurevich class is used for the smaller covert groups who move quickly in and out of action. It's transition from space into a seafaring vessel was not smooth, with two of it's four cargo containers needing to be repurposed into makeshift ballasts. This fast and compact cargo ship has a stealth mode which reduces engine power but greatly reduces detection range, as long as you're not using active sonar. Tier 2 Transport - 17,000 mks - 72 cargo slots Recommended crew size: 5 - 7 Speed: +/-18.8 km/h ---- +/- 8.6 km/h in stealth mode Ascent Speed: 19 km/h Descent Speed: 15.9 km/h Armament: 3x coilguns 1x pulse laser 1x discharge coil Features: -Private medical bay suitable for Neurotrauma playthroughs. -Massive brig in the aft section. -Fire suppression system. -Personal captain quarters. Comes with 2 wrecked variants. DO NOT use this sub with any mods that alter glass hull health. You WILL have a bad time as Captain.
Arquitens-Class Light Cruiser
by 76561198445489430
Built by the Kart Drive Yards, the light cruiser is in service with the Galactic Republic and the First Galactic Empire navies. It is responsible for filling firepower gaps in fleet warfare, as well as garrisoning and blockade missions in areas lacking capital ships. Add a new version of coil gun. Fixed some design mistakes in the mod. ///Update 2025. 1. 16/// 1. Optimized the dual arrangement of the reactor to become two completely independent systems. 2. The output of the engine has been adjusted to make the driving feel smoother. 3. The grid layout has been adjusted to further flatten the load. 4. The relationship between reactor power and fuel consumption rate, engine output and power consumption has been adjusted to further increase the authenticity. 5. Optimized the turret layout to match the real firepower configuration of the Aquitens-Class as much as possible. 6. Upgraded CIC facilities with a highly integrated fire control system. 7. The toggle switch for automatic fire control is set. 8. Equipped with an enemy position warning system, a warning system for hull damage and high-pressure for cabins. 9. Fine-tuned the layout of the automatic loader room, removed the ammunition magazine in the middle of the hull. Great, now all ammunition is protected by the main armor, and the sailors no longer have to worry about the light cruiser being blown in two by an ammunition magazine full of high explosives and nuclear warheads in the middle! 10. Modernization of medical facilities in the medical cabin was carried out. 11. Addition of an officers' lounge room. 12. The modernization of the crew quarter gives a warm home to the crew who have never seen the sun all their lives. ///Update 2025.9.22/// The problem was that I forgot to cancel the "required modules" options when I uploaded the submarine months ago. In fact, it is not necessary to have any additional mods to operate this submarine. A big thank you to Fantom. I hadn't been able to discover this huge mistake for such a long time.
Guns Flashlight Upgrade Extend
by 76561199086351613
This is a subsidiary mod, but this mod can be enabled separately. This mod is an additional mod of Guns Flashlight Upgrade Basically all hand-held "weapons" other than the original mod are added with lights. Refer to the original mod for basic effects and usage. Contraband from me: In addition, Alien Pistols, Ancient Weapons and Syringe Guns have more complex synthetic tables, but the effect has also been enhanced. The Prototype Steam Cannon can cause damage to the thalamus.Now this is the official setting lol. Some weapons with flashlights have additional qualities.Ancient weapon can be used as powerful railgun shells (even if this is still the original setting) Bug: the same as the original mod. But it has no actual experience impact. 1. The batteries of Electric Shock Gun and Syringe Gun are counted as an unusable bullet and displayed on the ammunition strip. 2. The empty status is displayed only after Boom Stick fired both two bullets. Thanks mod original author 臥軒聽雨
Makeshift Flamer [MIGHT STILL WORK!!]
by 76561198354825517
A lil' mod I made for an easy way to making a flamer (not a real flamer but it works ok). As seen on the thumbnail, unless you're blind (how are you even reading this then?) it requires a pipe, a sprayer, and a squirt of glue, since we don't have real glue on Europa instead, antibiotic glue is used as a substitute. Credit to Udrakan #0750 for guiding me through copy and pasting random stuff from other xmls, and Deinococcus #7966 for appearing out of no-where when the other item I tried to add broke so I just scrapped it (and also pointing out f--k ups I made in my copying)
Dynamic Europa - Short N Spicy Levels Patch
by 76561198131472437
Dont wan't to take 30 minutes to get across a map on your Dynamic Europa campaigns? This shortens the map by 70%. As a nerf, Levels have the ability to be 20% harder than normal, with slightly reduced minimum difficultys for break levels. How to Install: ensure mod is ABOVE Dynamic Europa on your mod list. Use fresh campaign run.
Carlo's Armoury Expansion: SKS
by 76561198045566662
You know it, you love it, the glorious SKS chambered in 7.62x39mm. Originally imported to Europa in large quantities as a cheap solution to the native fauna, the venerable SKS has served her operators well as a reliable and effective pest control measure. In recent times, as the supply ships to Europa have stopped arriving, the Europan Coalition has been producing domestic variants of the SKS. These variants have proven to be higher quality than the old Earth imports, and have proven almost as popular as standard-issue SMGs. Special thanks to LordPuttPutt for the assistance.
NTW-20
by 76561198796581073
Blah blah blah NTW-20 Blah blah blah Heavy hitter 20x110 Blah blah blah Anime robogirl on thumbnail Blah blah blah May be bought in Coalition millitary outposts and big outposts, if your reputation >=75. Can be crafted, but you need two physicorium bars. Maybe too overpowered, but who cares about balance in SP-game, huh? There could have been magazine with physicorium shells here, but it's probably too much. Credits: - Amapsis - For rifle model. - Rzen1th for shooting sounds. (Origin: Грифон rifle from PolyArms Project addon for GMod) - These guys, who developed COD-series, you know? I don't know. - Reloading and chambering sounds. I forgot the origin, but it's AX-50 probably. - Kookoorooza - For arsenal "sub".
Berilia Aftermarket
by 76561197970725190
Based on the Vanilla sub and hUbert 2's modded 2.0 version. A mash up of the redesigned vanilla berlia with its lounge and electrical room with the older Berilia 2.0 changes to gunnery and rooms. Changes include double bunk beds, additional storage scattered around the ship, battery isolator control so your battery array doesn't bleed back into itself on a loop!, safety lever on the depth charge and captain reactor shutdown.
Leonov V
by 76561198041217499
"The newly named Leonov V an Akula Class Submarine, is designed for long-duration missions under the ice of Europa. Capable of defending itself against almost any enemies it may encounter and featuring onboard manufacturing systems the Akula Class is the perfect choice for operation in hostile environments. Comes equipped with a remote and manually-piloted Mule drone for supporting away teams in missions outside of the sub." The sub requires no mods to function, but the Experimental Performance Fix mod is recommended if you encounter lag. High item count is due to the circuitry and wiring to try and automate a lot of useful functionality into the sub. This was the culmination of our first playthrough amongst my local group for Barotrauma and we wanted to iterate the design of the sub as we played through to reflect this. This is the final step in the design having solved and fixed issues we encountered throughout our campaign. ARMAMENTS The Leonov comes equipped with 4 Flak Cannons, 2 Chainguns and several Discharge Coils mounted externally. The coverage of the defences is very strong, but attempts were made to not just rely on the tried-and-true coilgun/railgun combination. Arcs of fire were selected to give a sense of practicality when operating this sub, and given the dangers the Europan waters contain make a lot of sense. This is a Tier 3 sub though, and has managed to face a lot of dangers and still emerge in one piece (We did fight 3 Endworms one after another in this at one point and only just survived, so it will still suffer if facing a challenging foe). ALERT STATES There are several alert states the Leonov can be in during the game, and these all have various lighting levels which can be adjusted in the Maintenance Bay (see Maintenance section). They are as follows: No Alert is the standard alert state, where the lights are at normal level and the security doors are held in an open state. Some doors are still on delays for closing, but these are appropriate doors (such as the Armoury and Barracks). Yellow alert indicates increased levels of readiness, and to reflect this the lights will turn a relaxing shade of yellow. Doors will revert to automatic functionality, and will close after a few seconds delay when opened. No alarm will sound however, so it is recommended to use this mode if you wish to prevent accidental ship flooding or keep doors closed to prevent unwanted guests but without the need for an alarm siren. Action Stations is the same as Yellow Alert, but with the added emergency siren and panic-inducing red lights to reflect the major catastrophe you have found yourself in. This can be triggered from the Navigation Terminal or by any of the red alarms found throughout the ship. In the event of a fire breaking out onboard, this alert will automatically be triggered until the blaze has been removed. Silent Running is the final alert state, and reflects when the ship requires stealth to bypass certain obstacles or creatures. Once engaged, all fabricators and noisy machinery is switched off, the reactor is issued a shutdown command and the engines are capped at 20% thrust to prevent noise. The lighting will be a dark blue to indicate the need for stealth. MULE DRONE The Leonov comes equipped with a Mule Drone, designed to function as a small shuttle to and from wrecks and caves, as well as for remote exploration or pathfinding when a direct route isn't obvious. It has a range of approximately 250-300m from the Leonov on remote control, but can be manually piloted at whatever range is required. The drone does not have any life support functionality, so it is essential to wear protective suits whilst operating it manually. The drone can be remote controlled from the Leonov, or manually piloted by crew within it. Remote control will override any commands issued locally, so it is essential to ensure coordination between crew onboard and crew remaining on the Leonov. A switch indicates whether remote control is enabled or disabled. The drone comes equipped with a depth charge launcher and a single depth charge loader slot. This can be remotely fired by the Drone Navigation Terminal and will do one of 2 things depending on whether the lower hatch is open or not on the drone: 1) If the hatch is CLOSED the drone will self-destruct, killing anyone onboard but doing large damage around itself 2) If the hatch is OPEN the charge will drop out the bottom and allow the drone to function as a small bomber The following wi-fi channels are used by the drone: 501 - Set X Force (Engine) 502 - Set Target Level (Ballast) 503 - Transducer OUTPUT 504 - Searchlight Position In 505 - Searchlight Toggle 506 - Battery Charge 507 - Toggle Docking 508 - Self Destruct 509 - Exit Hatch Status 510 - Remote Control Status Workshop Link for Mule Drone: https://steamcommunity.com/sharedfiles/filedetails/?id=3311808125 PNEUMATIC ITEM DELIVERY The Leonov incorporates an onboard pneumatic item delivery system, which can be found in any cabinet with a down arrow on it. This allows items to be moved around the ship instantly and can greatly speed up any wreck salvage operations or manufacturing jobs that need to be done. These can be found throughout the ship, with at least one in every major compartment of the ship. MAINTENANCE: The Leonov operates an RGB lighting system, as well as an extensive logic-based control system. These circuit blocks are hidden within the walls of the ship itself and are extremely hard and dangerous to access mid-mission. If you need to adjust any wiring, it's advised to do so with care. Some aspects can be changed and modified though, including the RGB values for lighting in all alert states as well as values such as maximum battery capacity and reactor power outputs. This allows the onboard systems to be updated as you purchase battery capacity upgrades or unlock additional reactor output with perks or upgrades. When modifying the RGB values you will see a string like this: 255,000,000,255 (CORRECT) This is an example of an all-red light with maximum brightness. If you change any of these it's vital to ensure the values have 3 digits each, otherwise they won't work. The above example will do nothing if it looks like this: 255,0,0,255 (WRONG) Please ensure if you change any RGB values, you make sure you have 3 digits for each section. ADDITIONAL FUNCTIONALITY The Leonov also boasts the following features and functionality throughout the ship: - Salvage Bay (Moon pool) - Fabriaction Deck (2x Fabricators, 2x Deconstructors) - Medical Bay (2x Bunks, Medical Fabricator) - Dual Large Engines - 5C Reactor control (Automatic control not required) - Robust Powergrid - Smart charging Batteries - Ballast Flora Detection - Remote lockable Armoury - Emergency Ballast Purge PLEASE NOTE: The sub is designed for a large crew, you need a LOT of people to man this effectively (We routinely play with a group of 4 people and have about 6/7 bots manning the guns and helping around). All hull values are default, and reactor output is 10k as default in the sub editor. When we've needed more armour I've added additional plating, but I've tried to make it look reasonable and not just clipped them inside each other just for the sake of it.
EK | Gunnery Mining Laser Only
by 76561198208785012
Adds to the game only the Auxiliary Mining Laser from EK Gunnery. (Also the Magazine Storages and Loading Elevator)
Hiigaran Destroyer from Homeworld
by 76561198063148818
The Hiigaran destroyer from the classic Homeworld games. Includes: -Escape pod control bay (4 terminals) -4 lasers -7 coilguns -Engineering bay -Security camera room -Prison for rowdy passengers -Medbay -Cafeteria with creative recipes -Research lab -Sleeping quarters Control Room: -Navigation Terminal "Battery Power" toggles draw from reserves "Aft Drain" empties top left of ship after all repairs are finished "Fore Drain" empties top right after all repairs are finished -Buttons "Lock" seals doors to control room "Discharge" triggers electrical discharge coils in corresponding arrow direction Below Nav terminal is a decoy button -PUCS suits above Nav terminal Notes: -Escape pod terminals only work with corresponding numbered pod -Lights don't use power and turn on or off with the reactor output Comment any problems you find
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