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Barotrauma Mods & Plugins

81,000+ mods available Source: Steam Workshop ↗

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.

Sierra Colony (City Submarine) – Barotrauma Mod

Sierra Colony (City Submarine)

by 76561197987992982

Welcome to the Sierra Colony! A map from my story series that I pulled out and retrofitted into a cityship for when you want to navigate Europa in a dilapidated colony rather than a normal submarine. It features, 1. Organized electrical grid. 2. Security clearance for sensitive areas and a captain's safe with extra keycards. 3. Flood and combat alarms. 4. Large medical complex. 5. Residential sectors. 6. Factory/ storage sector and maintenance tunnels running along the top of the station. 7. Jails and medical containment. 8. Conference room and administration sections. 9. Many docking ports for submarines and two shuttles already docked. 10. Lots of waypoints! Although it's meant to be stationary, because it's a colony, it has an engine and station docking port for when you're feeling bold enough to pilot this behemoth through the ice crags of Europa. If you like reading then check out the story maps I put together, the third of which takes place on Sierra Colony. Part 1 https://steamcommunity.com/sharedfiles/filedetails/?id=2807108080 Part 2 https://steamcommunity.com/sharedfiles/filedetails/?id=2807110150 Part 3 https://steamcommunity.com/sharedfiles/filedetails/?id=2841544874 Part 4 Finale https://steamcommunity.com/sharedfiles/filedetails/?id=2934022754

264 downloads Details →
Lua Component – Barotrauma Mod

Lua Component

by 76561198271308945

instead a thousand of wires ! designs before aug 4th update need their scripts to be updated and may require component rewire ! ! i, o, m renamed to inp, out, mem ! inp[] is for inputs, out[] is for outputs, 8 of each. mem[] for memory, size is limited by your sanity and 4096 characters of lua representation by default. sample: if not mem.bar then mem.bar=0 end -- init mem.bar if inp==1 then mem.bar=mem.bar+1 end -- if input 1 is high, increment mem.bar out=mem.bar -- set output 1 to mem.bar if inp==1 then msave() end -- if input 2 is high, save memory to component (done automatically on round end) if inp==1 then mload() end -- if input 3 is high, load memory from component (done automatically on round start) code goes in first "memory component" value, second one is used to store memory between rounds; the latter is not editable in-game by default as it probably should. memory can store simple values under any index: mem.foo="bar" mem=9001 mem=inp==1 not tested in actual MP, may just work fine dunno. requires "Lua for Barotrauma" mod.

264 downloads Details →
Morpheus – Barotrauma Mod

Morpheus

by 76561198054509215

Morpheus Deep-Diver A new submarine from JP-Constructions has arrived! The Morpheus is a small but versatile deep-diver sub. It can defend itself from many threats through its weapons, but in a difficult situation it can also flee by means of an auxiliary engine. The submarine also always runs off of batteries, which makes reactor control easier. Role: Deep-Diver Price: 13000 Mk Recommended Crew: 3-6 Size: 40x8m Cargo Capacity: 8 crates Recommended Crew Experience: Intermediate Notable Features: - Small size - Max velocity: 26 km/h (Aux. Engine: ~45 km/h) - Max descent velocity: 18 km/h up / 15 km/h down - Fabricator and Deconstructor - Auxiliary Engine - Battery Circuit Weapon Systems: - x2 Coilguns - x1 Pulse Laser - x1 Turret Hardpoint - Electrical Discharge Coil - Depth Charge

243 downloads Details →
Type VII – Barotrauma Mod

Type VII

by 76561198166362825

The exterior is a copy from GATO,if there is any infringement pls let me know! 欢迎订阅七型潜艇!这是一艘性能尚可的多用途潜艇,非常适合探索深海,它能完成您在冰洋中遇到的任何任务。 1.潜艇外观搬自Zephyr大佬的GATO,侵删。 2.本艇白板状态极速67,上浮极速18,下潜极速17,完全体极速可达88. 3.本艇搭载了U-8潜航器和歌利亚无人机,无人机可进入任务要求的所有洞穴,U-8可进入大部分洞穴,U-8潜水器的机枪由母船控制,潜望镜位于主控室,用橙色箭头标注。由于两艇较紧凑难以修理,主要电器均设置为无敌,请放心使用。 4.本艇配备自动丘脑清除功能,按钮在控制台旁边,B,M,F分别代表船上三个水泵,蓝色为强制排水开关,红色为雷管起爆开关,雷管内装燃素手雷,当强制排水启动时上方红色指示灯会亮起。请确保水泵断电后再引爆雷管!

254 downloads Details →

万能无限弹药箱

by 76561198381627669

就给所有有handheldammo词条的弹药箱装弹,秒装,不消耗自己的耐久,装就完事了

296 downloads Details →
Sprint By Default (Auto Run) – Barotrauma Mod

Sprint By Default (Auto Run)

by 76561198142967409

This mod requires client-side Lua to work! Instructions on how to install client-side Lua can be found here: https://steamcommunity.com/workshop/filedetails/?id=2559634234 About - Automatically sprint/run without holding Shift - Hold Shift to walk again - Shift refers to whichever key bound to Run in Barotrauma's settings Sprinting typically has little to no downside – now you can do it all the time without abusing your pinky finger!

342 downloads Details →
Balanced Storage Upgrade – Barotrauma Mod

Balanced Storage Upgrade

by 76561198051454344

Adds placeable storage items that can be purchased from merchants, They come at a decent price akin to ship upgrades! All are sold at engineering merchant with varying RNG of available stock However you can get discount and guaranteed stock at special outpost Military Outpost -Railgun Racks -Ammo Box Shelves Mining Outpost -Crate shelves Research Outpost -Diving Suit Lockers -O2 tank shelves City -A little bit of everything Notes: Crate shelves do not count towards mission cargo space Uses a Sprite from EK utility Find EK utility here: https://steamcommunity.com/sharedfiles/filedetails/?id=1946765892

328 downloads Details →
Akula – Barotrauma Mod

Akula

by 76561198049402826

The Akula is an imported U.S.S.R. Nuclear Submarine. The Treaty of Europa forbids ICBM, thus limiting the Akula to modernized rail guns, coilguns, and old fashioned depth charges. It has superior firepower and forward momentum, but is sluggish on ascending and descending. The Akula is relatively large, so proper manouvering is required in the tight caves of Europa. Somehow it shrunk in the laundry, so it's now 1/6th the size of an actual Project 971 Shchuka-B Class Akula Nuclear submarine. Features: - Emergency Battery Grid - Two coilguns and one railgun on top side / two coil guns, one railgun, one depth charge on bottom of hull - helmsman periscope with omnidirectional camera (WiP) - Bottom and top dual purpose docking hatches / airlocks - Large amount of storage space throughout the submarine - Brig The submarine uses components from https://steamcommunity.com/sharedfiles/filedetails/?id=2173378391&searchtext=item for wiring. I am not an engineer, all credit for the reactor, battery, periscope, docking hatch design goes to this guy.

247 downloads Details →
Dead Space Suits Only – Barotrauma Mod

Dead Space Suits Only

by 76561198061527927

Suits from Dead space: - Engineer - Security - Deep Mining All of them are from Dead Space mod! Thanks to original author. https://steamcommunity.com/sharedfiles/filedetails/?id=1863840119

448 downloads Details →
KAS-HO12T(РУ/EN) – Barotrauma Mod

KAS-HO12T(РУ/EN)

by 76561199209042360

The flagship of the obscure GearD fleet. Instead of the planned 10, only 4 were built due to high production costs. The ships are equipped with state-of-the-art control systems designed to simplify operation. The "Kashalots" boast excellent maneuverability and armament—true long-range fish! However, these systems result in extremely high resource consumption, so the crew acquiring the ship must not only afford the purchase but also sustain its maintenance. MAIN CHARACTERISTICS Ship Load: Items: 4,948; Structures: 1,982; Walls: 201; Lamps: 548; T.Lamps: 54 (a very heavily loaded ship, basically) Combat Ship: Tier 3 Price: 55,000 credits Crew Composition: 6 to 10 experienced submariners Reactor Output: 12,000 kW Fuel Consumption: 2 times higher than standard Cargo Capacity: 32 crates Dimensions: 80m x 20m Weapons: 6 (2 magnetic cannons at the rear, 1 double magnetic cannon on the keel, 1 laser under the bow, 2 shrapnel cannons (separate chargers)) Speed: Along X-axis: 22 km/h or 26 km/h (with second engine); Along Y-axis: 16 km/h or 21 km/h (with flooded cargo hold) SECONDARY CHARACTERISTICS AND NOTES Semi-Automatic Batteries: Half are controlled from your command terminal, the other half operate automatically. F.R.S. (Foam Repair System): Requires bridge authorization to repair flooded compartments. Silent Running: Disables the reactor, second engine, reduces main engine power by half, and shuts off all lights and secondary systems (INCLUDING THE OXYGEN GENERATOR). Power is drawn from batteries (who would've guessed). Cable Boxes: Located in a single area. Chassis: Protects the hull from bottom impact (automatically activates at high descent speeds). 2 "Inferno" Torpedoes: Short-range, controlled from the left of the bridge in your cabin. Self-Destruct System: If you're going down, go down spectacularly! (Requires one person to remain on the bridge). Research Terminal: Available on board. Prison: (Technically an operating room, but designed for conducting experiments on the crew). 8 Bunks: Scattered throughout the ship. 2 Bomb Launchers. Replaceable Sonar Point: 3 positions. Ammunition Storage: 14 shelves in the weapons bay, 3 in the arsenal (for storage). 28 Diving Suit Lockers. Auto-Docking System: Works for torpedo hatches as well. Anti-Floral System: For both ballasts (activates only in drained ballasts). 6 Large Storage Cabinets. Monster Alert System: Notifies of monsters and their approximate direction (if the captain is absent). Open Logic Components on the Bridge: Another reason not to leave the bridge!

315 downloads Details →

Ganymede Content

by 76561198202545732

For a upcoming station

281 downloads Details →
[RoboTrauma] Mining Exoskeleton – Barotrauma Mod

[RoboTrauma] Mining Exoskeleton

by 76561198145396989

The Mining Exo-Frame is a rugged exoskeleton made for mining expeditions, equipped with a powerful, battery-operated drill, which you can take out and put away anytime. This exoskeleton offers pressure protection up to 6000 meters, making it perfect for deep-sea mining. It also comes equipped with an unstable ore cutter for those dangerous jobs where you wish to return to your ship fast To use this unstable drill, you need a disposable battery, but note that it degrades rapidly and might even explode. The exoskeleton is constructed from high-quality materials to keep you safe from all sorts of mining dangers, making it perfect for miners in the harshest conditions. The drill features cold plasma technology that allows you to cut through even the toughest ores with ease and can also be used as a defensive tool. When pointed at the limbs of hostile creatures, it can inflict severe lacerations, internal damage, bleeding, and even sever limbs.

226 downloads Details →
LG -Point Defense System- – Barotrauma Mod

LG -Point Defense System-

by 76561197971819218

***NEW*** Complete selection of torpedoes. DIversdrone 2.5 with advanced periscope mod support. This mod features 2 different fire support systems and new weapons and ammo to make full use of it. JTAC Drone This periscope drone functions as a "target pointer" wich calls for fire when a target is very close. It can be manually operated by periscope or with a navigation terminal. It has an automated mode were it will detect targets in a 30m radius and actively chase call for fire. To manually order a fire call just double click while automation is off. All turrets linked to the system will track the drone and open fire when called, if the drone is inside its firing arc. Any turret can be used but the ones in this mod are best suited for the job, and will actually underperform if used outside the system. This weapons offer much larger range than vanilla ones, up to 110-120m effective range. Normal JTAC usage is to be operated by nav terminal using it to cover angles were targets are expected to appear or to actively look for targets while sonar is off, like using a long stick to look for obstacles while walking with eyes closed. It can sail along the sub up to 200m away giving very early warnings if terrain dont get in the way. Its engine sound will bounce off surfaces too iluminating terrain ahead in passive sonar. Doppler System The doppler (or fire control system) is an array of sensors that allows for a greater visibility range. When installed on a sub it will be used as the source of vison for the linked turret allowing aiming at very far targets, as long as you can see them in the dark ofcourse. To help with aiming theres a new tracer ammo that will let you see were the bullets are going. Its available for all PDS turrets and vanilla coilguns & railcannon. To use it just double click the trigger button and it will switch between turret and doppler view. Turret will not fire while double clicking so its safe to use. Doppler view will drain your capacitor. If the capacitor charge is too low the doppler will disconect. If no one is using the periscope the doppler will not drain power so its safe to leave it activated. Available dopplers are as follow: -Doppler base---- Just the base. It shows the system is installed but no sensor set has been purchased yet. -Doppler ---- Normal sensor set. -Doppler FLIR ---- Sensor set with integrated thermal image. Same as thermal goggles but much much more powerful. It will severely drain capacitors to a point it will require full recharge and an assistant to be fixing it constantly for just 10 or so seconds of use. Or atleast thats the intended idea for a balanced setup. Purchase or switch of dopplers works the same as normal turrets. Divers Drone This drone serves as support for divers and scouting. It has storage and O2 bottles along with a minigun or laser. It has 3 operating systems: Periscope control, nav terminal control (like JTAC) and follow nearby divers. The button on its right side makes it stay parked in place. To avoid conflicts in its control the drone follows this ruleset: -Terminal search/follow button disables follow mode and overrides the stop button in the drone. -Follow mode takes preference over all if a diver its in its range. It will follow the diver no matter what. -Periscope control overrides all except follow mode. -Nav terminal control takes least preference. -Stop buttton on drone disables follow mode and nav terminal mode. -Drone will always stop if a diver is very close, to allow divers interact with the drone. Periscope control overrides this. Minigun This is a small version of the chaingun intended for use in small drones and as deterrent in subs. Its lethality is so low it will take effort to kill a simple mudraptor so an armed drone stays as divers support not as an easy way to clear caves. On subs it barely works at scaring monsters away from your hull, or clear blindspots with great effort. Very cheap and very useless, its perfect for adding extra fire coverture without overpowering the sub. Homing torpedoes Theres a dedicated torpedo turret and a selection of torpedoes for ofense and defense. The turret fires a salvo of 4 torpedoes quick but takes long time to reload. AJAX. This is a medium range homing torpedo with a C4 warhead. Its based on the homing torpedo of the legendary EK mod. When launched it will travel straight for around 85m then activate and look for a target. It will activate if it goes near a target, even at targets banging on your hull so becareful of blasting yourself. Its payload is a C4 warhead. FIRESTORM. Variant of the Ajax with a nuclear warhead. It runs for 90m before activating homing, without activating for any target on its way. WRAITH. Torpedo armed with a huge flak warhead. Will run for 75m and detonate multiple submunitions covering a big area in flak. Submunitions will stack against big targets dealing massive damage. Effective against swarms and big targets. Will detonate on passing near a valid target on its way. FLAIL BARRAGE Cluster warhead torpedo. WIll run for 75m and release 12 mini torpedoes wich will track any nearby targets. Excellent for swarm destruction. The submunition has low damage against hulls wich makes the torpedo usable at close quarters against swarms banging on your submarine. Will release submunitions when passing near valid targets.

325 downloads Details →
XP per kill (60) – Barotrauma Mod

XP per kill (60)

by 76561198128193643

Very simple edit of https://steamcommunity.com/sharedfiles/filedetails/?id=2979286905 I changed like 1 value

325 downloads Details →
Posters - anti clown – Barotrauma Mod

Posters - anti clown

by 76561198045066366

some anti clown posters i made, to spread awareness

309 downloads Details →
Valkyrie Mk.XXXVII Submarine – Barotrauma Mod

Valkyrie Mk.XXXVII Submarine

by 76561198137074389

Valkyrie Mk.XXXVII Attack Submarine is an old military submarine of the Europa Coalition. The history of this type of vessels can be trace back to the earliest days of colonization of Europa. The Valkyrie Mk.37 attack submarine was originally designed to operate in the planet Earth by navy across different nation-states. But after a series of modification, it is able to operate in the hazardous environment on Europa. |Maximum underwater speed: 16.5 Knots (30 km/h; 19 mph) |Armament: |1 Railguns |3 Torpedo Launchers |6 Coilguns |7 Electricity Dischargers |1 Depth Charge Launcher |1 Decoy Launcher Luna Class commuter shuttle Type.37 (Manual/Remote control) |Armament: |1 Chain gun |1 Depth Charge Launcher (Decoy) |2 Electricity Discharger Suggested crew numbers: 15+ (player/bots) WARNING: 1. You need to subscribe to required mods in order this submarine to work properly. 2. Please turn on the power before using the shuttle, especially when operating it with remote control. When operating through the remote control navigation terminal on board, please keep the power of shuttle's navigation terminal off. 3. When using the anti-submarine guided torpedo, please only fire when target is acquired and turn off all sonar (switch off the "COMMAND" power switch in the CIC). ---Design and made by Valkyrie.Yukikaze NOTICE: The goal of my submarine design is to creates a realistic or semi-realistic submarine that is good for role-play. The internal decorations is means to create a aesthetic living environment that is immersive. Credits for the authors for MultiCam System, Apo-4 (Gate), Fubuki (antenna), Visual Variety Pack & Minetorped Mod. Design is inspired from Type XXI U-Boat, Victoria Class Submarine, Surcouf submarine & Belgorod class submarine. If your like my work and want to subscribe to other of my work, please visit subscribe links down below: Valkyrie Mk.VII(E) Gunboat https://steamcommunity.com/sharedfiles/filedetails/?id=2256270963 Valkyrie Mk.VII(F) Gunboat (With Luna class commuter shuttle) https://steamcommunity.com/sharedfiles/filedetails/?id=2473553038

207 downloads Details →
Zhakarov Research Vessel – Barotrauma Mod

Zhakarov Research Vessel

by 76561198179058926

TIER 3 SUBMARINE. The Zhakarov is a science vessel majorly aimed to please RP players. On this ship, the medics should be on top the of hierarchy and the captain second. The "medbay" located at the center of the ship is a complete laboratory and can only be accessed by medics. Inside is a hangar with a shuttle. It's not a sub for warfare but has adequate defenses. Medics are expected to conduct experiments such as gene splicing, husk and mudraptor egg studies. Linked terminals, containment rooms, cells, cameras & more. BE WARNED: This sub is very large. It may cause FPS issues for lower end computers. It is also too big to do the final level of the game. Reducing its size is just too much work and I will not do that. Additional info: - There are three terminal connections. You can use them to communicate across the sub without distance problems. You can mess around and use them to plot a mutiny or you can use them to inform crewmembers that you need this or that... Or you can rewire everything and do your own thing. The power of terminals is underestimated in this game. Your imagination is your limit. To avoid confusion, I changed their colors according to their "channels". 1) The main, public terminals ( default color ) - 6 of them are connected together throughout the ship. 2) The private Lab/Command terminals ( red ). Only those two can communicate together. 3) The Shuttle/Lab terminals ( blue ). By default, they are set on the same WI-FI channel. You can communicate wirelessly on a very, very long distance. - Warning: It's about 35% bot-friendly at the moment. They know their way around the ship, fix stuff, get on the periscopes and everything, but they may get stuck in the duct, which means you can't rely on them 100%. It seems that some areas are problematic for them, which is understandable because this sub has a complex design compared to most. Keep in mind that some areas are only accessible with certain IDs, namely the laboratory/shuttle area. This will lead those without doctor IDs to run around like headless chicken if they are hurt unless you grant them access to meds, and they will get stuck somewhere if something is broken and they want to fix it without having the proper ID. If you are playing solo, I suggest to hire doctors prior to purchasing this sub or to simply open and unwire the doors so they remain open. I have recently made some changes to AI waypoints, trying to find a way to make them behave better, but the duct seems to be an issue that I might never be able to fix. If you do play with bots, it would help me if you gave me reports on bot behavior, and if you have ideas to solve bot issues, they are more than welcome. Anyway, what I'm basically telling you is that this sub should be played in multiplayer with real people. - By default, there is only one fuel rod in the reactor. I recommend adding another one for optimal results. There's enough fuel rods in a cabinet to keep you from worrying about fuel for a bunch of missions if you're using it in campaign mode. - The ballasts are all in one big room ( that should be the cause of many screams because it's dimly lit ) except for two pumps. There is a pump located to the bottom right and one next to the lab. These two operate as ballasts but also as emergency pumps should there be a flood. - Talking about flooding, this sub is made to survive much longer should there be a major hull breach. Many hatches will open if water is detected and they should normally lead the water down to the ballasts. This is to prevent machines and electrical components from being in contact with water. If you prefer to rely solely on duct blocks and pumps, you only have to unwire the water detector to the hatch(s)' OR component. There's also a possibility of turning a few pumps off to save energy since some of them are just there to give a hand to the duct blocks so the water can drain faster. - As stated, there is moderate weaponry to protect the ship considering its size, but there is a railgun at the front and a very effective ( faster ) coilgun to the back next to the hangar entrance. There are other coilguns as well and a few spots to send electrical discharges. There's also one depth charge tube. It can destroy anything, but its size may prove to be an issues sometimes. - There is a "patient room" underneath the armory which can serve as a cell if you have problems with some people, but it also serves as a secondary medbay if you want. You can also use the holding cell/blast room within the laboratory - there you can safely conduct experiments on unwilling test subjects and observe their behavior through the glass and through a camera - located within the main lab room is a periscope to keep an eye on your progress. - You will find out that there are many secrets within the sub. There are, for example, a bunch of clown suits hidden in various places. There's a lot of potential for shenanigans within this sub. It's a sub made for those who aren't afraid of people messing around. The "duct" that goes underneath the lab is probably going to cause a lot of fun/troubles. There are no lights there, perfect place to hide your victims. You can, for example, gain access to the lab, armory or cell by plasma cutting your way in. Be careful however because the end of the duct leads to outside of the ship, near the motor blades!!! - I think too many subs have emergency lights that simply don't do the game justice when it gets dark. Well, in the Zhakarov, when it gets dark, IT GETS DARK. You'd better take a flashlight right away because there are no emergency lights if the power runs out. This is done because I like getting scared in Barotrauma and it's hard to get a jumpscare effect when you can see everything. There are a lot of flashlights in supplies cabinets across the sub and enough material to fabricate more. - The shuttle itself is battery-powered but I've changed the properties so they have a lot of power reserves. There is an emergency battery located at the top right in case you lack power. You can also, of course, recharge the batteries by wiring them to a junction box within the sub. - There are two engines to propel the ship. I've modified their properties so it can be more fun overall. They consume twice as less power as a regular engine, but I've kept all the other default properties untouched. This means they can deliver twice the power of a single engine for the energy cost of one. Therefore, you can decide whether or not you will have both of them running at the same time. The ship can move with just one engine, it'll just be slower. - I've left some junction boxes and batteries with no wires attached to them so if you want to connect things and play with wires, you have some possibilities there... Should be helpful during long campaigns. - The name is derived from "Provost Zakharov", a character/faction in "Sid Meier's Alpha Centauri". If "Henk Corp" is familiar to you, it might be because I usually play as Mister Henk, Doctor Henk, Captain Henk, Officer Henk, Engineer Henk or Mechanic Henk. :) Henk Corp is my personal Barotrauma RP world. Don't be afraid to tell me if you encounter any type of issues... It took me a while to make this sub so I'll do my best to make it perfect over time. Have fun!

218 downloads Details →
More Drinks + Plants [LEGACY] – Barotrauma Mod

More Drinks + Plants [LEGACY]

by 76561198829833818

This mod is no longer actively maintained, feel free to fork it however you like. More Drinks + Plants More Drinks + Plants adds 22 new Europa viable drinks and 6 new plants, makes existing ocean plants plantable in the planter box, and gives all 16 plants their own beverages. New plants - Added 4 new plants(Uses the unused assets from the game file). - Pomegrenade, Raptor Bane, Tobacco vine and Saltvine plants grow much faster and produce more often (around 3x more). - Slime Bacteria, Sea Yeast, Fiber Plant, Elastic Plant and Aquatic Poppy can now be planted in a planter box and be farmed. New drinks - Added 22 new drinks, try them out! (All of them have their own effects) - You can find all the drinks in the vending machine (some are quite rare, though). - Merchants may sell the drinks too, including energy drinks (some are sold by clowns or husk cultists only). - Make the protein bar(Elastic plant) and energy drink(One of the new plants) craftable. - All plantables in the game have a corresponding drink to craft. - Applying the drink to the health HUD or force-feeding it to others will make a splash instead of force-feeding them (No more worries about someone giving you nausa/concussion from the force feeds). - You can withstands ~2.5x more alcohol. Mix it up - You may make a cocktail with any alcohol base + mixtures combo (Example: Rum + Energy Drink) with the display cabinet. The resulting drink has a similar effect as drinking both drinks at once. - Once a cocktail is created, the only identifiable information about its origin is its color (There are 88 different cocktails, good luck remembering all 88 of them); you may now craft some random cocktail and have someone drink it in complete oblivious. - Displays your beverages with a detechable and craftable display cabinet. Layback assistant & relaxed job - The assistant can now spawn with one of the 5 selected drinks. - Removed the limit for Medical doctors and Security officers, they may rest and take a drink now. Load order (Put the mod at the bottom): <Any Mod> More Drinks + Plants

305 downloads Details →
[OUTDATED] Bathy Shuttle – Barotrauma Mod

[OUTDATED] Bathy Shuttle

by 76561198116547390

This is a small shuttle, based on the model of a bathysphere. is required for this submarine: https://steamcommunity.com/sharedfiles/filedetails/?id=2946547720 Features: • Double strength walls. • Navigation terminal whith mineral scanner. • Switch for Pulse Laser. • Bot friendly. My Workshop: https://steamcommunity.com/id/STALKERw40k/myworkshopfiles/?appid=602960

240 downloads Details →
[RH] Herebus – Barotrauma Mod

[RH] Herebus

by 76561198275706181

Completely Vanilla (Translation Friendly/翻译友好) The Herebus is a (mostly) balanced campaign starter with plenty of potential for upgrades Being one of few, the Herebus mostly manages to do all things necessary for an

245 downloads Details →
Mountable Guitars – Barotrauma Mod

Mountable Guitars

by 76561198006465244

It's finally here, tired of seeing Engi's guitar bouncing around every time the Captain fails to tell everyone about the Hammerhead bearing down on you like an old earth pitbull on a child walking down the street? This one is for you! Put that guitar in a Weapon Holder, put it in a cabinet. Just put it away. Works fantastic with our sister product, Longboi Lights! https://steamcommunity.com/sharedfiles/filedetails/?id=2823205433 Possible future plans: Placeable weapon holders Other mounted instruments (just cus) Special thanks to Crazy Ivan and UberPendragon for helping make this as cool as it is

305 downloads Details →
Europa Waifu2 Animated patch – Barotrauma Mod

Europa Waifu2 Animated patch

by 76561198086800782

This mod adds a set of clothing and weapons from the "Animated Barotrauma with Male Characters" mod to "EuropaWaifu 2." Most of the compatibility was done in XML. Some outfits still have graphical bugs due to the need to edit the original textures. This is something I'm a complete failure at so maybe i will do it some day, or maybe not. Original mod resources used: https://steamcommunity.com/sharedfiles/filedetails/?id=3127901589

373 downloads Details →
Lizard Psychosis – Barotrauma Mod

Lizard Psychosis

by 76561198071122684

Replaces all the sounds of psychosis with lizard no need to thank me

372 downloads Details →
Citadel Class Capital Ship – Barotrauma Mod

Citadel Class Capital Ship

by 76561198173417054

LORE: A massive exploration vessel, the Citadel Class Capital Ship is the largest class of submarine in the Coalition Fleet. More of a moving outpost than a submarine, the Citadels were designed to serve as logistics hubs and command centers for expeditionary Coalition Fleets. With their cavernous cargo holds, a single Citadel could keep itself and a small Coalition fleet supplied for months on end without resupply. The Citadels sport many features that make them excellent expeditionary subs. Plenty of storage for all manner of supplies, a Greenhouse to grow plants, every type of crafting and research facility a submarine could need, plenty of accommodation for crew, a spacious command deck, a brig to imprison naughty separatists, lavish decks with large windows to impress passengers, and a moonpool to enable divers to quickly loot wrecks or explore caves/ruins. The Citadel also serves as a carrier, with a modified Venture Class Mining Shuttle and a Mini Drone as escorts. The Venture is more used as a supply and support ship, to support divers, transfer crew and cargo between ships, and serve as a taxi for when the Citadel is too large to moor at smaller outposts. Purely a utility vessel, the Venture is unarmed and unarmored. Using it for combat is not advised. The Mini Drone on the other hand is designed to be a combat drone. Whether it’s scouting ahead of the fleet, clearing a nest or cave, or covering the Citadel's blind spots, the Mini Drone acts as a mobile coilgun. However its small size limits it to strictly combat or scouting roles. As powerful as the Citadel may sound, they are not perfect vessels. Their "Big Boy" Locomotive Style reactors are of an antiquated design. Despite having more power than a small country, the "Big Boys" devour fuel and are more intense to operate than a typical reactor. The Citadels are also sluggish in comparison to most smaller craft. Their Olympus Mk2 dual engines are incredibly powerful, in order to move the massive sub, but were designed for long distance cruising, and not speed. As a result the Citadel will have a hard time outrunning much of anything. The Citadels were not designed as front line combat vessels, but they do come with a sizable weapon suite, allowing the lumbering beast to hold its own in a firefight. You may not be able to outrun anything in a Citadel, but its weapons provide decent coverage of the ship and its thick hull can take an obscene amount of punishment. Because of its many systems and massive size, it is recommended that only a large and experienced crew operate the Citadel. Being put in command of a Citadel was the more prestigious honor a Coalition captain could earn, and most Citadel captains ruthlessly drilled their crew to operate the subs at peak efficiency. One Citadel, the Emperor of the Stars, serves as the personal flagship of the Coalition commander. Clad in shiny red armor, belching clouds of oily smoke, and with its imposing stature, a Citadel commands the attention of all it encounters. However, a change in strategy for the Coalition is causing the Citadel to become obsolete. Gone are the days of Citadels leading expedition fleets into the unknown, blazing the way forward for eager settlers. The habitable areas of Europa have all been discovered, mapped, and settled where possible. With the rise of the Jovian Separatists, and the closing of the frontier, the Coalition has been switching to more anti-piracy and policing operations, reducing the need for fuel thirsty juggernauts like the Citadel. While the Coalition does keep a handful around for use as flagships for the elite, troop transports, logistics vessels, and parade use, a large number of Citadels have been surplussed out to wealthy captains or sent to the breakers. Civilian service has given the Citadel a new lease on life, where they’ve been serving as bulk freighters, civilian research vessels, salvage ships, and a whole myriad of specialist uses. One surplus Citadel has even been retrofitted into a cruise liner for Europe’s wealthy. With its guns removed, gold fittings, fresh coat of white paint and spacious cargo hold turned into cabins, the Jovian Oasis has become a favorite of Europa’s aristocracy. You have been given the opportunity to command a surplus Citadel, do with it as you please. Join the ranks of the Coalition Elite, or turn the titan against its former owners, the choice is up to you. OVERVIEW/PURPOSE: I designed this ship to kind of do a little bit of everything. Its set up to hoard a lot of items, explore wrecks/caves/ etc, be decent in combat, fun to operate/unique features, etc. I designed it for campaign use, and it would be best operated by a large crew. I did as best I could to make it work for singleplayer as well, bots do ok with this ship from my testing. I will be doing lots more with this sub to try and continue to iron out any kinks I find. I think this sub would work good for single missions/multiplayer as well. I tried not to make it too OP, but with trying to make it enjoyable in any setting its probably not perfect for any play style. Anyway, I hope you enjoy the sub, and please feel free to let me know if you would like to see certain improvements or find bugs that need fixing. You are welcome to do whatever you wish with this sub, just please always give me credit for the original design, thank you. GENERAL INFO: Class - Tier 3 Transport Size - 93m x 27m Horizontal Speed - 16 km/h Descent Speed - 13 km/h Ascent Speed - 18 km/h Recommended crew - 1 Captain of course, 1 medic, 4-6 gunners/security, and multiple mechanics/engineers/assistants to keep all the machinery going. Your crew can be pretty much as big as you want with this sub. SUB FEATURES Two Airlocks and Moonpool on bottom of ship Artifact storage adjacent to moonpool All chairs and benches are interactable, all bunks are able to use the top bunk as well Engineering room features item specific storage and a mineral scanner 3 Logbooks (located in entryway, nav room, and reactor room) go in more depth about specific features Plenty of storage for all types of items Feature rich command deck 1 chaingun, 1 double coil, 1 raingun, 2 pulse lasers, one hardpoint. 1 front mounted coil and 1 depth charge launcher Powerful reactor with auto control Working telescope in observation room Both types of fabricators and deconstructors Research lab and plant greenhouse CCTV security room with cameras and a brig that can execute prisoners Shuttle and Drone Ballast Flora mode Decorative rooms for RP and aesthetics Much More! More Icons and Custom Icons are needed for this sub CREDITS - Link to document for credits for features and assemblies I used on thus sub https://drive.google.com/file/d/1p9qsjiQn3BmBvz3qj-5qbS7O9Mg6CDy7/view?usp=drive_link

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