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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.
99 Cameras - Scalable Camera Array - Accessories Update
by 76561198095381937
99 Cameras is Multi-camera system with THREE different options for how to switch between cameras. I have included with the mod 99 cameras pre-wired and configured for your convenience, just enter the number of cameras you are using, copy, paste and go! *INFORMATIVE BUT NOT REQUIRED INFORMATION BELOW* CHOOSE FROM 3 CAMERA SWITCHING OPTIONS (or a combination of them) 1. AUTO SWITCH - Click the mouse button once to start auto switching between the cameras every 2 seconds (this time is configurable). This is how I imagined a REAL security guard uses a camera system. Just sit back, relax, and watch for any signs of trouble on the high seas without lifting a finger! Click again to stop the auto switching if you see something interesting, and restart with another click. 2. RADIO SWITCH - Use a the radio chat by opening chat and selecting a radio channel, then send the number of any camera at any time to switch to that camera. The Wifi channel for switching is configurable. IMPORTANT: Make sure 'radio' is selected on the bottom left. 'Local' does not send the commands to the wifi network. 3. SWITCH-ON-CLICK - The classic version of a camera system, it switches to the next camera with a left click. These three versions are available within the mod individually or in combinations. Use the setup that is right for your sub! TWO MOD VERSIONS ARE AVAILABLE 1. SWITCH WITH WIFI CHANNEL This version increments the channel of the wifi component to switch between cameras. This has the LOWEST number of components with only one wifi component needed per camera. Includes an optional display for the number of the camera you are on. IMPORTANT: Make sure 'radio' is selected on the bottom left when sending camera commands. 'Local' does not send the commands to the wifi network. *NOTES ON THIS VERSION* Is Configuration required? Yes, you have to choose and enter the number of cameras into a memory component. Additional cameras above the number you enter will be ignored, the default is set to 10. Is Additional configuration available? Yes, but these are not necessary to change: - > You can change the auto switch delay (2 s default) in game or in the editor. - > You can change the radio switch wifi channel (1 default) in game or in the editor. - > You can change the starting Wifi channel (currently 101), BUT you will also have to change other components in order for the display to work. Is this version easily customizable with my own additions like searchlights, lamps, motion sensors etc? NO, as a trade-off for only using one wifi component per camera, there are limited options for sending logic signals without adding several more components to the base circuit. Is there Wifi Interference? NO, other logic signals sent on wifi channels shared by the cameras cannot interfere in any way with the control of the cameras or switching. Won't the wifi channels of the cameras interfere with other wifi signals on the sub? For the most part NO. The camera control wifi signal is immune to other electrical logic signals sent on the same channel, ie. it does not effect the control of the camera in any way. Also, the 'control' signal sent by a periscope is ignored by electrical components in turn. It will not activate logic components under normal circumstances. The control signal will only interfere with other periscope control signals on the same channel; for example if a drone sub is being controlled remotely. Known limitation: This version does not work if you go beyond 99 cameras without adding more components. 2. SWITCH BY CAMERA NUMBER (noted as LEGACY in the mod file) This version increments a number which is sent as a logic signal on a fixed wifi channel to activate relay components on individual camera modules. This version uses significantly more components as each camera requires 4 components to function. Includes an optional display for the number of the camera you are on. *NOTES ON THIS VERSION* Is Configuration required? Yes, you have to choose and enter the number of cameras into a memory component. Additional cameras above the number you enter will be ignored, the default is set to 10. Is Additional configuration available? Yes, but these are not necessary to change: - > You can change the auto switch delay (2 s default) in game or in the editor. - > You can change the radio switch wifi channel (1 default) in game or in the editor. Is this version easily customizable with my own additions like searchlights, lamps, motion sensors etc? YES!, because each camera gets a unique logic signal (as opposed to just a control signal), additional lights, motions sensors, etc, can be easily added along with each camera. For example, lamps are used in this mod to indicate when a camera is active. Can there be Wifi Interference? YES, this version uses a dedicated channel (default 12) to send the number of the camera. Logic signals sent on this channel CAN and WILL break the switching if there is interference. This is not possible with the first version of the mod that switches wifi channels. Known fail states: It is possible to 'double count' when starting the auto switching by clicking in a frenzy. This causes the auto switch to skip one camera. However, stopping the auto switching briefly will clear up this erroneous double signal and return the system to normal function. This behaviour could be prevented (double click prevention is already built in, just not FRENZY click prevention), but more components would be required. UPDATES: (a) Skip/Replace one Camera: One Camera can be simply skipped or added using a signal check component. See the attached image above showing the wiring layout. (b) Regex Input protection: Prevents inputs to the camera selector other than numbers 1-999. I discovered a bug where some letters would be treated as numbers for input the greater component, causing a bugged state (you go to 'camera 0'). All versions of the cameras in the mod have been updated, if you have this camera mod installed on your sub I recommend you add this component. (c) Room/Location Legend: Replaces the 'Camera number' dialogue on the display with any text. 18 Signal check components are pre-wired for 18 unique location names to replace any camera numbers of your choice. Replace the signal check 'Output' value with the name of the room/location corresponding to the target value, where the target value is the camera number you will replace. Also, the room location is output as text on channel 1 in a small area (100 size). Place the wifi component nearby the periscope so only the operator receives the text updates.
Medkit (Advanced Medicine)
by 76561198739738016
A go-to kit for emergency use. Acts as a container for medical supplies. MODIFED TO WORK WITH ADVANCED MEDICINE MOD. REMEMBER TO PLACE ABOVE ADVANCED MEDICINE TO WORK PROPERLY.
Osprey
by 76561198987580269
Once fielded as an exo-atmospheric VTOL dropship, this small yet reliable vessel has maintained its rugged versatility even after its offhand conversion in order to suit the more... aquatic needs of the Europan colony. This craft is intended to be deployed from larger vessels in order to provide close fire support to crews tasked with clearing dangerous sites such as caves and wrecks.
Razorback
by 76561197988193342
The Razorback class are some of the latest military grade subs. Armed with impressive firepower, the Razorback can deal with any hostile threat. To compensate for its big size the Razorback has two engines. While the forward speed is good, the ascend and descent speed is something the captain should be aware of. Perfect for a bigger crew (8+). Any feedback? Let me know! 『Leave a comment or DM me on discord -rfl#5886 』 Current To Do list: ▶Fix light for power button ✔ ▶Fix Status into Navigation ✔ ▶Have emergency keycards in Captain room (To access the Armory) ✔ ▶Maybe add passage to Engine room from Medbay ✘ ▶Maybe add open doors at junctions to run faster ✔ ▶Check water flow carefully for pump addition or removal ✔
Starlight's vanilla 3 in 1 expansion
by 76561199520518483
Item mod provides three kinds of enhancement on vanilla items illumination | teleport | planting ==> illumination Starlauncher - Can launch starflare infinitely. It seems able to launch something according to it's appearance... Starflare magazine - A STC to generate starflare for every 5 seconds automatically. Placed in starlauncher to launch. Star battery - Self rechargeable power source. Can also be used for battery and fuel rod. Something will happen if placed in starlauncher. Starflare - Generated by starflare magazine. Throwable and holdable. Disappear when burn out. Star decoy flare shell - One time railgun shell that launch many flare instantly. ==> teleport Submarine teleport syrup - Teleport the target back to submarine immediately, also works for dead creature, but not avilable for large creature. Emergency teleport syrup - Human pre-injected with this syrup gain one time emergency teleport to submarine when they are heavily damaged at anywhere. Gravity teleport railgun shell - Attract and trap any creature like gravity grailgun shell. However it do not cause damage, but teleport all trapped creature back into submarine. Also works for dead creature. Non-available to large creature. ==> planting Hydro Fertilizer - Raise the productivity of hydropponic planter for 5 times. Portable Reactor - Requires fuelrod, very safe that it will never explode. However it do not have power button. Hydroponic Planter - Automatic hydroponic planter, requires power, fertilizer and seed. Vanilla plants could also treated as seed. Hydro fertilzer raises the productivity effectively. Any suggestion is welcomed.
Hemulen-2
by 76561198155354549
A modified version of the Hemulen built in the Team Zero shipyards. The main differences from the Hemulen: 1. Hull contours have been changed. At the same time, the dimensions and internal compartments remained the same. Due to the new hull, the bow ballast compartment has been enlarged. 2. Pump in the engine compartment 3. Switchable lighting and oxygen generator - allows you to significantly save battery power. 4. Radio station for communication with the main ship on the zero channel. Range: 500m. 5. Diving suits and supplies are painted red - to prevent the team from being carried out when docking. 7. Additional supply cabinet - can be filled with the appropriate console command. In this case, the indicator lamp changes color. (Only on Team Zero servers) 8. The serial number on the case changes every round. (Only on Team Zero servers) This vessel is the main shuttle on the Team Zero servers and has been fully tested.
Plymouth MK1
by 76561197969249371
An old, slightly rusted vessel of a carrier from an old design when Humanity first touched down on Europa. It houses only a few coil guns and EDC's to keep threats at bay but dispite of that it has everything needed to keep the vessel continuing its service. Fitted with modern equipment for fabrication and its two shuttles "Guppies" have been refitted for combat use dispite of their old age. The bridge connects the command room while the rest of the crew remain in the back doing their duties.
I.S.S. XIROX (legacy)
by 76561198023694148
Rufus
by 76561198077795503
In-Game Description: Price - 6,500 mk Dimensions - 27x10 m Cargo capacity - 12 crates Recommended crew size - 1 to 4 Recommended crew experience - Intermediate Originally built as a simple cheap coalition crew hauler. This model has been retrofitted for self-sustainability, although the compact design still suffers from a lack of a dedicated security room. Ballast A has been converted to an engineering room at the cost of reduced descent speed. A coilgun and electrical discharge coil have been added for extra offensive capabilities. Recommended for small crews familiar with Barotrauma. Special Features! Custom-made reactor fuel indicator circuit box. Percentage values can be edited to your liking and more text terminals can be hooked up by interacting with the circuit box behind the reactor. Auto-Resetting Airlocks Both the dedicated top airlock and combination bottom airlock/docking hatch will automatically close the outer hatch and open the inner door after 10 seconds. Valve State Lights A valve inside the ballast pump will turn off water to the pump and the pipe weak points for fixing the pipe weak points without drowning, and lights will let you know when the valve is in the closed state so you can open it again afterwards. Searchlights A single periscope can operate both searchlights for better visibility outside the sub or to give your diving crews some much-needed shining light in the darkness. Simply press the button bellow the periscope to switch between lights. Sub-wide Light Switch Turns off all major lights inside and outside the submarine. Useful for saving that tiny bit of power, going stealthy, setting an emergency light based mood, or just messing with your crew. This is the first submarine I've made and uploaded to the workshop, let me know what you think! I hope you enjoy playing aboard it.
Alpha Spineling
by 76561198050962779
A big spineling with big spikes. Also an attempt to include natural spawning (unconfirmed).
Ulysses 3.0
by 76561198087398642
Based on a famous vessel that searched for the ruins of the Atlantis, this submarine has been customized for more practical uses. It's large size makes it more suitable for larger crews. Heavly armed and being able to fire in all directions this submarine should have easy time dealing with even the largest enemies. Comes with an expedition shuttle for fast transportation. This submarine is a customized version of the MidnightShadow's Ulysses. Characteristics: - Dimensions: 55x13m - Recommended crew size: 4 - 10 - Recommended experience: Intermediate - Velocity: 30 - Descent velocity: 12 - Game version: v0.13.3.11 Major improvements - made command room more practical and secure - completely remade the entire ship's wiring - removed some unused stuff (oxygen and water detectors wired to nothing) - remade power grid using relay components to minimise number of junction boxes used - all doors are automatically closed when hull breach is detected - fixed shuttle batteries causing 4000kW power spike that would break all junction boxes about one minute after start - airlock doors now use set_state instead of toggle_state (won't desync when one door is broken) - added extra airlock in top docking port and diving supplies nearby - moved some stuff around the gunnery compartment - replaced shuttle with a larger one
Casualties Unknown (Scav Prototype) Lifepod
by 76561199034536835
GO PLAY CASUALTIES UNKNOWN IF YOU HAVEN'T ALREADY https://orsonik.itch.io/scav-prototype i made this after getting the idea to making it in barotrauma since scav prototype reminds me of barotrauma alot, even both communities are addicted to opiates how it works: pod sinks as fast as it can when undocked, gets locked at 31% water when docked so it doesn't weigh you down more than it already does, shower included you get inside the pod using the doors and the water will drain through the pump wire a button to a wifi component set to the channel 2025 to be able to open the doors remotely the pod has unlimited power to make it lore-accurate to C:U, although cramming 3 people inside might make them suffocate you still have to repair the pump, also no sonar so ya just gotta trust your captain to drop you off somewhere safe
Bad Apple MV
by 76561198026944939
Overview Playback of complete Bad Apple!! MV on a 64x48 LED array @ 30FPS. This is a tech demo more than anything, expect significant delay after inserting this assembly in your sub-editor workspace. Expect an even longer delay when you launch into game mode. I really don't recommend adding this assembly into an existing sub/station. I am able to achieve smooth playback on my machine but YMMV depending on your setup Details The item assembly was created using custom code. The basic idea is making a circuit which performs the following operations: - Extract one frame worth of data from the bitmap array - Feed the data into each pixel block using a relay chain - Each pixel's associated regex block extracts its relevant bit - The light state is toggled based on this pixel bit data Pixel data is compacted in to groups of 4; the bits are mapped to lower nibble of ASCII range "8-?". Staying within the printable character range is important as the mod cannot be imported otherwise (due to XML de-serialization errors). Sources & References Bitmap data for playback is available here: https://github.com/muenzuka-code/badapple-64x48-bitmap Kwogger's ffbaro was used as a reference for the XML template, which I highly recommend checking out: https://github.com/kwogger/ffbaropy
More Dangerous Alien Blood
by 76561199014928742
This mod makes alien blood more dangerous than it already is. Have you noticed how you can use completely alien and non-human blood to heal yourself? Well not anymore! With this mod, this unsafe, alien blood now: - Only gives you 2/4 blood recovery. 2 if unsuccessful and 4 if successful. - 30/100 nausea. 30 if successful and 100 if unsuccessful. - 10/30 organ damage. Ouch. - No longer appear as suitable treatment for blood loss. Put your alien blood into toxin cabinets! Low skill assistants can now be deadly!
Phocidae Shuttle
by 76561198302202759
The Phocidae is a search and rescue shuttle. It carries the necessary equipment to help and provide first aid to sailors in distress and shipwrecked people. Its small size allows it to go almost anywhere. Specifications: - Shuttle - Crew size: 1-3 - Crew experience: beginner - Size: 21x11m - Price: 2100mk - Speed of ascent/descent: +-20km/h; - Primary engine: max speed: +-30km/h + auxiliary engine: +-50km/h controlled via the navigation terminal (consumes a lot of energy) - Battery autonomy: ~4min (without auxiliary engine) Features: - Automatic switching between reactor/batteries and vice versa - Automatic idle the reactor to save fuel when the shuttle is docked at a powered docking port - Automatic charge not fulled batteries when the shuttle is docked or if the reactor is online - Upper docking port also serves as an emergency exit - Lower docking port also serves as an airlock - 2 auto-oscillating searchlights controlled via the navigation terminal - 1 Status monitor - HUD monitoring - Sonar transducer - General circuit breaker - Low power emergency lighting Weapons: - 2 Coilguns (1 top + 1 bottom) controlled via the periscope with a button to toggle between them - 2 Electrical discharge coils (1 top + 1 bottom) controlled via the navigation terminal Items: Medical: Diving: Tools: Supplies: - 1 Syringe gun - 1 Health scanner HUD - 4 Saline - 2 Blood pack - 4 Bandage - 2 Tonic liquid - 2 Antibiotic glue - 1 Morphine - 2 Diving mak - 2 Diving suit - 2 Underwater scooter - 1 Sonar beacon - 1 Handheld sonar - 4 Glowstick - 4 Flare - 2 Welding tool - 2 Plasma cutter - 2 Flashlight - 1 Crowbar - 1 Screwdriver - 1 Wrench - 1 Fuel rod - 8 Welding fuel tank - 6 Oxygen tank - 2 Red wire - 1 ???? ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀ ⠀⠀ ⠀ Like this mod ?
U-2540
by 76561197976037325
Based on museum ship Wilhelm Bauer (U-2540). An XXI Class submarine designed just before the end of the second world war and became the template for most cold war submarines.
THG Armory - 'Vanilla' Turret pack FIXED + Immersive Ammunition Boxes (PATCH)
by 76561198084375149
This mod combines my previous patch for the THG turret pack with the changes made by the Immersive Ammunition Boxes Compatibility Patch Technically doesn't require Immersive Ammunition Boxes, if you only want those features on the modded ammo?
YUDACHI-M1
by 76561199052682257
YUDACHI 軌道炮驅逐艦 現代化改造 >更改部份房間位置分布,提供更多的運貨空間 >The layout of some rooms has been partially reconfigured to provide more cargo space. >將所有主炮塔更換成無人炮塔,能夠在船內其他地方安全地進行操控,降低戰鬥時造成的人員損傷 新的炮塔換上了自動裝彈機,不用像以前一樣需要擔心戰鬥中突然沒有彈藥,但無人炮塔內的組件比較多,如有損壞的 話會影響炮塔運作 >Replace all main turrets with unmanned turrets, which can be safely controlled from elsewhere within the sub, thereby reducing personnel casualties during combat. New turrets have been equipped with autoloaders, eliminating the previous concern of running out of ammunition during combat. However, the unmanned turrets contain more complex components, and any damage sustained could impair their functionality. >炮塔組件狀態都能在火控中心看到,有損壞的話會有指示燈閃爍,圖中四種指示燈 -籃框代表旋轉機構,損壞的話炮塔將不能瞄準但仍然能開火- -綠框為供電池,損壞的話炮塔將失去電力不能開火- -紅框為供彈裝置,兩個裝彈機同事損壞的話炮塔將失去彈藥供應失去戰鬥能力- -黃框為水傳感器,炮塔內有水的時候會閃爍- >The status of all turret components can be monitored in the fire control center. If damage occurs, indicator lights will flash. The four indicator lights shown in the diagram are as follows: -Blue Frame (Rotation Mechanism): If damaged, the turret cannot aim but can still fire. -Green Frame (Power Supply Unit): If damaged, the turret loses power and cannot fire. -Red Frame (Ammunition Feed System): If both autoloaders are damaged simultaneously, the turret loses ammunition supply and combat capability. -Yellow Frame (Water Sensor): Flashes when water is detected inside the turret. >已更改所有攝像機切換的操控方式,使其更換不同攝像機視覺的速度更快 >The control method for switching between all camera feeds has been updated, allowing for faster transitions between different camera.
RATS - Red's Amazing Tweaks
by 76561199157186271
R.A.Ts: Red's Amazing Tweaks. Ive rebranded this mod too many times... This is the final title. Current changes: -allows for all "Tank" items (welding fuel, oxygenite, ect.) to be refilled at O2 gens/shelves. Also sets the tank stack size in player inventory to 8 instead of 1 -Fire extinguishers refill when placed in their brackets, and have also been changed to be a one handed tool. (also increased underwater propulsion force from 80 to 100. Have fun with that) -Alien power cells can be recharged at submarine batteries, or battery cell chargers, and can now be placed inside any item that requires batteries. -Alien pistol and Ancient weapon now accept normal battery cells (battery cell and fulgurium battery cell), and the alien pistol has been reworked to shoot Red lasers (pulse lasers) when non alien batteries are placed inside. This deals a lot more damage but drains the battery much faster. Side notes/fixes: Fixed laser pistol firing nothing for the first shot after changing batteries, fixed hand position on fire extinguishers. Re-enabled the code for the Ancient weapon to be used as railgun ammunition. (its slightly better than nuclear shells), also made it craftable. Future changes: Will probably change fixfoam grenades and stun grenades to be refilled when placed in detonators. Might also change the projectile for fulgurium battery cell in alien pistol.
Compact Fabricators
by 76561198977113281
Adds craftable fabricators and deconstructor.
XP and Money Boost Talent
by 76561198001776727
This basically a copy of "More Marks and Exp" (https://steamcommunity.com/sharedfiles/filedetails/?id=2955336164) The reason I copied this mod is because my friends and I wanted an XP rate of 1.1 and the lowest in that mod was 2. So I just copied it and added another talent "exp1_1"
黑海铁骑兵 X
by 76561198095404734
黑海军械库铁骑兵专用穿梭艇 建议安装MOD Black sea`s Armory(BWeapons) 使用更佳https://steamcommunity.com/sharedfiles/filedetails/?id=2543678330&searchtext=Black+sea%60s+Armory 不安装黑海MOD也没有任何影响只是少了黑海的机甲 主炮兼容Lua For Barotrauma 此船特色 小巧但功能齐全火力也很足,既可以当做主力舰艇也可以做复活的穿梭艇因为有上下对接口,更可以放到别的船的上下对接舱口上组成双子船,缺点也是小巧容纳不了大量船员,十分适合人少开黑。 直观的数值显示方便船员及时了解剩余燃料以及武器能量和充电率。 有瞬间加速引擎,方便战斗中走位。配合脉冲激光主炮有奇效。 有一门固定角度脉冲激光主炮,导航台可以控制,点击一次开炮再点击一次才会关闭(为了兼容LUA需要手动开关),能量充满后方会变红。 上下两门轨道炮用开关切换,军械库以及驾驶室都可以操作控制。 每个连射炮配给一个电磁炮供弹舱以及共享一个连射炮供弹舱。 电磁线圈开关更加人性化,出仓口以及驾驶室都可以控制开关,以及出仓口红绿灯光指示。 船尾出仓口左和下均可开门,以防拖拽伤员不便。 压载舱有深水炸弹以及异星遗物存放柜和自动售货机 有禁闭室以及可以安装震撼手雷眩晕犯人。 免疫丘脑 所有超级电容充电效率均可调节。 预留了供电接口,以防某些MOD需要供电。 黑海MOD物品:停机坪1个配备大力神II,10个圣物碎片在3号物资柜 深潜型 价格 2138 规格 23x6米 水平速度:45km/h 下潜速度:18km/h 载货量 40箱 推荐船员数量 2-4 武器:固定角度脉冲激光x1(不可更换,需要充能) 轨道炮x2(不可更换) 连射炮x2(电磁弹药与连射炮弹药均可,可更换) 电磁线圈x2 深水炸弹x1 附件:副引擎瞬间加速(需要充能) 免疫丘脑 item数量 876 structures装饰物 221 船体结构 51 灯光 87 投影灯 10 内容组合包需求 Vanilla,兼容Lua For Barotrauma,可选 Black sea`s Armory(BWeapons)
Arona
by 76561198356400434
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Документация ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Имя: Arona Класс: Разведчик Цена: 5200 КР Состав: 1-6 Человек Орудия: 2 Лазерных пушки Габариты: 29x5 М. Макс скорость: 30 КМ/ч Проектировщик: Lustick2K ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Об подлодке Подлодка может выполнять задачи как по разведке так и по боевым операциям.... На борту установлен штатный реактор класса . Рекомендованое количество экипажа 4-6, но подлодка может перевозить и большее количество человек. На борту установлены батареи для запитки аккумуляторов, и для поддержание лодки в рабочем состоянии в случае отказа реактора. На борту имеется Фабрикатор, Разборщик, чтобы лодка могла выжить в условиях когда нет доступа к припасам. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Documentation ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Name: Arona Class: Scout Price: 5200 KR Composition: 1-6 People Guns: 2 Laser guns Max speed: 30 KM/h Designer: Lustick2K ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ About the submarine The submarine can perform both reconnaissance and combat operations tasks.... A standard class reactor is installed on board . The recommended number of crew is 4-6, but the submarine can carry a larger number of people. Batteries are installed on board to power the batteries, and to maintain the boat in working condition in case of reactor failure. There is a Fabricator on board, a Disassembler, so that the boat can survive in conditions when there is no access to supplies. V 1.3
Reactor controller advanced
by 76561198353669047
Accellerating reactor controller for even more perfect load match curves.
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