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Barotrauma Mods & Plugins

82,000+ mods available Source: Steam Workshop ↗

This catalog lists 82,000+ 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.

[Deprecated] Unlimited Gun Ammunition – Barotrauma Mod

[Deprecated] Unlimited Gun Ammunition

by 76561198341266480

Deprecated, please use Unlimited Items Added the following items : You can put them to original weapons. - Unlimited Alien Power Cell - Unlimited SMG Magazine - Unlimited Depleted Fuel SMG Magazine - Unlimited Exploding SMG Magazine - Unlimited Assault Rifle Magazine - Unlimited Exploding Assault Rifle Magazine - Unlimited Harpoon Magazine - Unlimited Physicorium Harpoon Magazine - Unlimited Explosive Harpoon Magazine - Unlimited Ahab's Spear Magazine - Unlimited Shotgun Magazine - Unlimited Shotgun Rubber Magazine - Unlimited Explosive Slug Magazine - Unlimited Revolver Magazine - Unlimited Revolver Depleted Fuel Magazine - Unlimited Handcannon Magazine - Unlimited 40mm Grenade Magazine - Unlimited 40mm Stun Grenade Magazine - Unlimited 40mm EMP Grenade Magazine - Unlimited 40mm Incendium Grenade Magazine - Unlimited 40mm Acid Grenade Magazine - Unlimited Stun Gun Dart Magazine - Unlimited Fulgurium Stun Gun Dart Magazine - Unlimited Rifle Bullet - Unlimited HMG Magazine Support Languages : - Simplifed Chinese - Traditional Chinese - English - Japanese - Russian - French (Thanks to - ̗̀ Milix ̖́-)

7,895 downloads Details →
Neurotrauma Cybernetics CN Patch – Barotrauma Mod

Neurotrauma Cybernetics CN Patch

by 76561198264302063

汉化包简介 由老虎脱粒机汉化组汉化 Neurotrauma Cybernetics 的外挂汉化包,要连同本体一起订阅。仅包含 Neurotrauma Cybernetics 汉化,不包含其他。 如果发现问题,请告诉我们,我们会即时修改。 以下为 Mod 原简介汉化版 Neurotrauma Cybernetics 是 Neurotauma 的扩展,主要增添了赛博义肢方面的内容。 现在目前有: - 赛博机械腿 - 赛博机械臂 - 赛博肢体的受伤类型 - 赛博肢体的受击音效 就围绕这个主题增添的这点东西... 官方游玩指南 其他 无

7,921 downloads Details →
DA-漩流级 战列巡洋舰 DA-Maelstrom Class Battlecruiser – Barotrauma Mod

DA-漩流级 战列巡洋舰 DA-Maelstrom Class Battlecruiser

by 76561198843821480

CN+EN supported! 写在前面 封面舰娘图来源:远行星号吧 因为是坟贴所以没有问作者要授权,感谢作者不杀之恩 建议多人游玩 Recommend to play in multiplayer mode 背景介绍 / Background Story 本船原型来源于“远行星号”恶魔航电mod的同名战舰-“漩流”级战列巡洋舰,是经过了缩小和改装的版本。因为没有人想开一艘竖着的船所以我把它横过来了(捂脸) This ship is created from a ship in Diable Avionics, a mod from StarSector, and has been resized and redesigned to fit Europa’s ocean. 围绕微型导弹阵列和位移系统建造的,细长而又灵活的战列巡洋舰。“漩流”级战列巡洋舰通常作为恶魔航电舰队的主要战略轰炸平台被部署,因为它们能够安装并无情地发射臭名昭著的“乌兰”激光攻城炮 虽然灵活的“漩流”级几乎无法与正常武装的战列舰直接对抗,但它可以扮演从辅助航母到远程火力支援舰等多种不同的角色。如果遇到紧急情况,它是一艘有强大的突袭舰,可以使用X级相位汲取核心灵活地进行位移。 “漩流”级最初被设计为一艘具有“相位滑流”能力的战舰。它的船体采用了轻量化设计,并配备了两个重型闪烁核心和额外的辐能容器。几个月的实验只得到了一堆残骸,以及一个测试观察舱,连同所有人员一起被摧毁的结果,这使得该项目的预期目标被缩减。 相比于将整艘船浸入相位空间,使其能够瞬间传送,“漩流”级将闪烁核心调整为仅利用相位空间中的一些能量和效应,以实现在真实空间中移动船体。这是一项已经意义重大的壮举,因为它使所有人将主力舰传送的希望扔进了“违反物理定律”的垃圾桶里。 A slender and nimble battle-cruiser that is built around a Micro-Missile Array and a Displacement ship system. The Maelstrom-class battlecruisers are deployed as the main strategic bombardment platform of the Diable Avionics fleets thanks to their ability to mount and relentlessly fire the infamous Uhlan Siege Laser battery. While barely capable of standing toe-to-toe with proper battleships, the flexible Maelstrom can fulfill many different roles from auxiliary carrier to long-range fire support ship. If caught in a pinch, it is a capable assault ship that can deftly reposition itself using its Class-X Phase Grazer Core. The Maelstrom design started as an attempt to create a battleship with "Phase Skimming" capabilities. The hull was to be lightweight and equipped with two Heavy Flicker Cores with additional capacitors. After a few months of attempts, a couple wrecks and a destroyed test observation bay along with all its occupants, the project was scaled back. Instead of a proper dip into phase space that would allow the ship to seemingly instantly relocate, the Flicker Cores were tuned to only harness some of the energy and effects of phase space to move the hull in real space. An already significant feat by itself that would send the hopes for a teleporting capital ship into the "against the laws of physics" bin. --- Diable Avionnics Mod 基本信息/Basic Information 售价:8000mk,应该不止这个价 大小:53*12m 武器:2门电磁枪,2门三连发脉冲激光,2门轨道炮,3个自动线圈 载货:64箱(其中4箱是无人机的载货量,不能算进去) 水平速度:30km/h 下潜速度:18km/h 推荐船员数量:4-12人 Price: 8000mk, should be much higher than this Size: 53*12m Weapon: 2 coilguns, 2 triple-burst pulse lasers, 2 railguns, 3 auto discharge coils Cargo: 64 crates (4 crates in convoy drone included, which should not be considered) Max forward speed: 30km/h Max diving speed: 18km/h Recommended crew number: 4-12 特性/Notable features “漩流”级的F技能--相位汲取核心,激活后可以短暂沿行驶方向快速水平位移一段距离(指百公里加速0.5s,然后再减速回来) 先进的μ介子催化反应堆,自动控制,燃料消耗较少,反应堆最大功率可达10000kw,不过反应堆工作时产生的次声波容易吸引其他生物的注意,并且超前的设计使得现有的反应堆升级对它无效。 舰内安装了反重力管道用于垂直上升,下降时尽量用梯子以避免摔伤,不过AI还是老老实实用梯子爬楼 AI辅助的制造设施,加快制造和分解的速度,并降低了制造所需要的等级 一个潜望镜控制的货运无人机,能够帮助玩家补充氧气和电池,控制的潜望镜在货舱 - 可以把货运无人机停在母舰上方气闸的位置,能够直接在气闸取货 一个可以潜望镜控制的攻击无人机 - 无人机蓝灯亮起时潜望镜按键移动,红灯亮起时按键开炮,无人机悬停,双击切换模式 舰长室有轨道炮超控系统,开启时舰长室可以直接控制轨道炮 驾驶室有舰船外监控,单击切换镜头 除了少部分舱门,全船的舱门都需要本舰船员的id卡才能开启,不要弄丢自己的id卡 配备防丘脑压载舱,放心驾驶 Maelstrom system – Phase Grazer Core. When activated, it can quickly move the ship forward or backward for a short distance, depending on the driving direction. Advanced muon catalytic reactor, auto-controlled, with rather high rod efficiency and 10000kw max power output. However, the infrasound waves generated by reactor are easy to draw unintended attention of europan creatures, and the advanced design makes the existing upgrades take no effect on the reactor. An anti-gravity tube is installed for crew to move between floors, use with cautious. (though AI will still use ladders to move) An AI aided fabrication and deconstruction system that increase the fabrication and deconstruction speed, and lower the skill requirement for fabrication A periscope-controlled convoy drone, can refill players’ oxygen tank and battery cell. The periscope controlling this drone is at Cargo hold. - Convoy drone can be parked above the main docking port, so that crew can pick the crates without going outside the submarine. A periscope-controlled combat drone. - Click to move when blue light on, click to fire weapon when red light on, double click to switch between move mode/weaponry mode A railgun override system in command room, railgun can be controlled in command room when override system activated. A CCTV system in Command room to monitor the external of submarine, click to switch camera Except for a few doors, every door in this ship need the ID card of the crewmember to open,so don't lose your ID card The ballast is flora-proofed, since the pump only pumps out water. 特别感谢/Special Thanks 黄金迷你鲨:反应堆自动控制电路,货运无人机电路 Испаритель:反重力管道设计,潜水服柜设计 ZUBATKA, Bomber Tuff :内饰设计

8,023 downloads Details →
Enhanced Armaments and Animated Barotrauma Patch – Barotrauma Mod

Enhanced Armaments and Animated Barotrauma Patch

by 76561198851264586

>Enhanced Armaments and Animated Barotrauma Patch< This is a visual compatibility patch for Enhanced Armaments + Animated Barotrauma. It just reroute the .png file of the armors, that's it. You can even use it with mods that's not Animated Baro, if the texture fits it's all good! The load order in modlist doesn't matter now! Fix Include: - All wearables - Bullet-proof Vests Not Include but will add in the future: - Helmets - Backpacks Not include because it doesn't need fixing: - Diving suits Please tell me if there's any bug or problem with sprites! Now works with Europa Waifu too!!! ================================================= So one day I was excited to try out this Enhanced Armament mod everyone is talking about, I booted up a new game and saw every guard in the outpost having their boobs clipping through their armor, after searching I discovered that there's no patch for this, so I started learning to mod a game and draw them the booba armor they deserved... without even played Enhanced Armament. lol. Edit: So I did play the mod and it was pretty interesting and super fun, I mean it is one of the most subscribed items on the workshop so no surprises, anyway I'm gonna go diving now.

10,594 downloads Details →
Larger Deconstructor – Barotrauma Mod

Larger Deconstructor

by 76561198001776727

Slighly more input slots for larger deconstruction queues. If you liked my mod - maybe buy me a cup of coffee!

9,168 downloads Details →
晨星号无畏舰 – Barotrauma Mod

晨星号无畏舰

by 76561198330312584

视频简介 建议搭配声纳范围升级(非常轻量化的MOD) https://steamcommunity.com/sharedfiles/filedetails/?id=3255753995 2024/5/22更新 1、修改技能模组电量消耗计算方式,现在应该不会再出现卡技能的问题 2、水泵调整为新紫魅相同的半埋入式设计 3、休息室的床铺改为双层医疗床 信息 这是复刻自游戏《无畏战舰》的紫魅级晨星号无畏舰,不同于之前发布的紫魅级切尔诺伯格号 晨星号更注重还原,且外观细节更为丰富,是全新建造而非简单换壳 保持整体性能强于官方潜艇,武器虽多但经过了平衡性设计,不会过度破坏平衡性 还原外观与特色并尽可能减少item数量与装饰部件,对游戏性能影响较小 规格 类型:攻击型 T3 item:裸船920,无人机186,物资320 价格:7199mk 尺寸:58x14 载货:24 最大速度:26km/h 下潜速度:+23km/h,-19km/h 常备直控武器:双联电磁枪x4,脉冲激光x2 特色功能 本舰配备三个主动技能,共享同一个模组电容的电量,使用任一技能都会用尽模组电量 正常状态下模组电容的充电时间约150秒,必须等待电容充满后才能再次使用技能 【四联核弹齐射】窜天猴警告 使用4门轨道炮远程曲射,可直接在导航屏内通过绿色准星进行瞄准,至少有1发可以准确命中 预设两种射程,通过舰桥内按钮切换,标准射程是原版声呐最大范围附近,使用加长射程需要配合声呐距离升级MOD ·若四联核弹装弹器少于4发核弹,将会每30秒自动供应一发核弹在装弹器附近 【攻击锁定】 主炮塔火力翻倍,战舰强制停止移动 舰首正前方与舰桥正前方展开护盾,可以抵御非AOE伤害,持续时间10秒 【突击推进器】 激活备用引擎,释放主引擎全部动力,机动性能大幅提升,持续时间5秒 【政令:以牙还牙】 被动技能,根据全舰进水的程度缩短技能冷却时间(提高模组充电速度) 设计特点 ·加速与减速反应快速,战术机动性优异 ·舰长独立瞄准镜与专用炮塔,镜内自动切换上下炮 ·配备舰外灯光开关,可关闭舰外灯光与声呐隐匿行踪 ·双火控室交叉控制上下武器,上层被击穿不影响下层火控室操控上层武器反击 ·两套分解/制造设备,制造与分解速度为5倍,位置合理使用方便 ·禁闭室与舰桥配置有独立门禁开关,在舰桥内控制 ·配备自动对接功能开关,清理废弃站点时也可手动开关舱门 ·反丘脑雷管,每个压载舱水泵都配置两个雷管对水泵进行爆破,雷管开关在配电箱左侧,带有独立保险开关 最近的作品没有收到任何反馈就突然出现了多个差评 甚至出现了差评比退订还多的情况 这类恶意的差评会降低创作者的热情,如果您喜欢本作品 还希望点一下赞,万分感谢!

10,587 downloads Details →
Sperm Whale – Barotrauma Mod

Sperm Whale

by 76561198216900915

Sperm Whale General information Attack (Tier III) Price 20000 mk Size 55*17 m Cargo capacity 24 crates Recommended crew size 6-16 Plainly simple designs, easy to handle. Notice: I built this ship for medium/large crews to have fun with those tough mods, therefore you may find this ship too OP for vanilla game play.

9,056 downloads Details →
Animated arms + Dynamic Europa PATCH – Barotrauma Mod

Animated arms + Dynamic Europa PATCH

by 76561198948964943

Compatibility patch for Dynamic Europa so that weapons and armor from the Animated Arms mod can spawn on the new NPCs. For the patch to work, it must be placed above both Dynamic Europa and Animated Arms in the load order.

10,398 downloads Details →
Lightsabers 星战光剑们 2.0 – Barotrauma Mod

Lightsabers 星战光剑们 2.0

by 76561198261494693

语言:中文(简体),中文(繁體),English(default) 一些光剑,也许来自SW 光剑2.0 武器操作等级50以上的角色,可以在制造台使用雷素燃料棒,FPGA电路板,钛铝合金制作它们。 *如果你订阅了原力武士MOD ,则需要它的第一个天赋来解锁制造配方。如果你没有订阅它,则制造配方默认是解锁的。 - 光剑们需要放进去电池才能工作。你也可以往里面放异星电池,这时候伤害将得到巨幅增强,但是只能使用一击。 同时需要在第二个槽位放置锎钵水晶以给你的剑刃染色,否则也将无法工作。 *锎钵水晶有6种: 天蓝石矿(蓝色),斑铜矿(紫色),石英(暗色),霰石矿(黄色),燃素水晶(红色),绿玉髓矿(绿色) 在装有电池和锎钵水晶的时候,右键举起光剑后0.7秒即开启光刃。 包含动画,音效,发光效果等 可以切门,并且有极其简陋的格挡子弹功能 *如果你订阅了原力武士MOD ,则需要它的第二行的天赋来恢复原本的格挡子弹的效率。如果你没有订阅它,则格挡子弹的效率默认是正常的。 - 第三个槽位是光剑的自定义皮肤。你可以在制造台制作它们,然后给你的光剑换个新衣服。任何带有lightsaberskin这个tag的物品都能放进这个槽位。 - 可能需要加入其它优化帧率用模组白名单的物品ID: lightsaberblue1,lightsabergreen1,lightsaberdark1,lightsaberpurple1,lightsaberred1,lightsaberyellow1,BLOCKls,LightsaberBLADEcore,BlueLightsaberBLADE,GreenLightsaberBLADE,DarkLightsaberBLADE,PurpleLightsaberBLADE,RedLightsaberBLADE,YellowLightsaberBLADE,bladecolorshine1,bladecolorshine2 注意!: 1.如果你开启了godmode,光剑剑刃会无法正确弹出。因为目前是通过右键的时候给使用者一种自定义affliction来判断光剑是否弹出发光剑刃,而godmode会阻止所有开了它的角色身上所有affliction的变化 2.由于目前剑刃和剑柄分属不同物品,所以在缩放剑柄后使用剑刃100%会视觉上不正常,好像有办法修,但我目前暂时没有时间 - 警告: 因为本人编写的代码过于屎山,导致可能会影响游戏性能。 Some lightsabers, perhaps from Sw Lightsaber 2.0 Characters with a weapon skill level of 50 or higher can craft them at the Fabricator using Fulgurium Fuel Rod, FPGA Circuit, Titanium-Aluminum Alloy, and a few other thing. * If you have subscribed to the Force Warrior MOD , you will need its first talent to unlock the crafting recipes. If you haven't subscribed to it, the crafting recipes is unlocked by default. - The lightsabers need to be inserted with tag:mobilebattery to function. You can also insert alienpowercell into it, which will greatly increase the damage, but you can only use one hit. At the same time, you need to place a Colober Crystal in the second slot to dye your sword blade; otherwise, it will not work. * There are six types of Colober Crystals: Lazulite (blue), Bornite (purple), Quartz (dark), Aragonite (yellow), Incendium Crystal (red), and Chrysoprase (green) When equipped with a battery and a Colober crystal, the lightsaber will activate its beam 0.7 seconds after being raised with the right button. Sabers includes animations, sound effects, and lighting effects, etc It can cut doors and has a very basic bullet-blocking function *If you have subscribed to the Force Warrior MOD , you will need its second row of talents to restore the original bullet-blocking efficiency. If you haven't subscribed to it, the bullet-blocking efficiency will be normal by default. - The third slot is for the skin of the lightsaber. You can craft them at the Fabricator and then give your lightsaber a new cloth. Or anything has the <lightsaberskin> tag can put in. - Item IDs that may need to be added to the whitelist: lightsaberblue1,lightsabergreen1,lightsaberdark1,lightsaberpurple1,lightsaberred1,lightsaberyellow1,BLOCKls,LightsaberBLADEcore,BlueLightsaberBLADE,GreenLightsaberBLADE,DarkLightsaberBLADE,PurpleLightsaberBLADE,RedLightsaberBLADE,YellowLightsaberBLADE,bladecolorshine1,bladecolorshine2 - Attention! : 1. If you enable godmode, the lightsaber blade will not pop up correctly. Currently, whether the lightsaber blade pops up and emits light is determined by giving the user a custom affliction when right-clicking, and godmode prevents all affliction changes on all characters who have it enabled 2. Since the sword blade and hilt currently belong to different items, using the sword blade after scaling the hilt will definitely appear visually abnormal. There seems to be a way to fix it, but I don't have time at the moment - Warning: The code I wrote is a complete mess, which may affect the game's performance.

9,022 downloads Details →
Man-At-Arms II – Barotrauma Mod

Man-At-Arms II

by 76561197987591575

The Man-At-Arms Mk 2 is a self sufficient, long range attack sub. It sports an experimental fissile cannon that enables hunting of both abyssal targets and enemy subs. The cannon consumes vast amounts of power and must be maintained regularly. A combat capable shuttle docks to the top, which allows a coordinated team to scan for minerals, scout enemy positions, and support the ship in defending blind spots. This sub is classified as a tier 3 attack. Contains: Deconstructor, fabricator, medical fabricator and research station. Features: Combat shuttle - The Kestrel shuttle is a support craft with a full suite of capabilities meant to compliment its mother ship. Its pair of lasers are controlled by a single periscope that automatically swaps guns when changing aiming arcs, allowing for a minimally sized crew to have maximum impact in battle. The silent running mode enables the Kestrel to stealthily scout ahead and find larger targets without attracting attention, giving it the chance to drop depth charges or boarding pods on unsuspecting enemies. It has a moonpool style hatch so that crew can easily enter and exit, making this versatile shuttle indispensable in mineral extraction or ruin exploration. When it is docked to its mother it has a permission switch in the helm that will power it down so as to not drain power. Experimental cannon - The fissile repeating cannon is a marvel of military engineering, and one such weapon has been affixed to the Man-At-Arms Mk II for field testing. The intention was to find a way to outfit a warship with weaponry that would not run out of ammunition like its kinetic counterparts; without sacrificing any firepower. The result is a gun that can threaten any target without needing any reloading. However, it comes with the downsides of requiring both a massive draw of power and needing constant maintenance when in use. Because of this, it requires permission from the helm to activate. Magazine elevator - Engineering is connected directly to the ammunition magazine by way of a utility elevator, enabling crewmembers to reload the ammo stores and send back empty crates and shells efficiently. Crew will no longer need to lug individual shells by hand across multiple levels of this full-sized battleship. (Credit to NikoPie, creator of the Járngreipr, for this idea and the mechanics) Battery bank recharge sequence - Four oversized batteries comprise the backup power bank for the ship. Each is dedicated to a different aspect of the ship so power can be reserved for critical functions. It contains a recharge sequence that, when started, will gradually ramp up the recharge rate of all batteries until they are at full recharge rate, and then gradually ramp them back down as they approach full charge. This avoids both undercharging and overloading the grid with a massive fluctuation of all the batteries at once. The bank can also be connected directly to the grid so none of them are reserved. Unpleasant Rant: Despite hours of meticulous wiring, having the batteries wired so that they can connect to the whole grid via a toggled relay causes a bug to occur whereby all the batteries drain when only one of them is supposed to be used. Even when the relays are off so that 3 out of the 4 batteries are disconnected, all four of them drain the same amount. Not only does this remove the ability to reserve a battery for different functions, it effectively multiplies the amount of power being drained. I don't recall this happening the first time I played with the sub a year ago and I don't know if there was an update to the game since there or if I simply never noticed it, but now as I go back and thoroughly test everything I cannot avoid this problem. For all the searching I've done for a fix the only answer I can find is that this is a limitation of the game engine. The only thing I can do is remove the ability to connect the array to the grid to preserve everything else I've made with it. It has both wasted my time and robbed you of the functionality I wanted to include. Point defense weapons - The two airlocks each have dedicated close range weapons to keep the entrances clear of smaller enemies. These are controlled from the security room where personnel can cover other crew members trying to make it back to the ship. When the larger weapons have been bypassed, these PDWs can reach the itch on the hull that the cannons can’t quite scratch. Security surveillance - The security room has an array of cameras which permits crew to keep an eye on the comings and goings of key locations in the ship. From this central location a security officer can follow suspicious crew members as well as identify breaches and threats, all the while keeping tabs on any prisoners in the brig. Drain system - Each section of the ship, (fore, mid and aft) has a manual drain switch that will open all internal doors and hatches in that section. The helm has the ability to open or close these drains so that one breached section can be repaired and drained while others stay sealed. The mid and aft drain into the bilge, while the fore drains directly into the ballast. Sectioned ballast - The ballast tank has been segmented to minimize sinking risk from breaches. When one section has been pierced the others can drain to compensate. If needed, the helm has controls to override the ballast section doors and force them open. Mineral dump - The upper airlock has a chute connected to the engineering bay where crew can drop off collected minerals or resources without having to lug them all the way through the ship. This greatly expedites any collections from mining or salvaging missions. Brig - The brig is strategically located near the upper airlock to allow for the convenient on and offloading of prisoners. They can be safely watched from the security room. Hydroponics - A major part of the campaign range of the Man-At-Arms comes from its dedicated grow room. A crew can maintain a sizable number of plants in this space for various purposes. Design notes: This is my first extra large submarine. It is meant to accommodate big crews (while still being able to fit into the end sequence). I wanted to make something big enough that lots of players could all be doing something in it, and not everyone would be aware of what and where. The hope was to enable not just interesting fights, but also give space and appropriate rooms for RP purposes for playgroups seeking that kind of thing. It’s geared towards a Barotraumatic campaign with some experienced players, so it is well equipped but still requires the abilities of the players to make use of it. The size of the sub may cause some to encounter performance issues, and for that I highly recommend Evil Factory’s Performance Fix mod with lua. I have turned off shadow casting for nearly all the lights to save on processing. It will look a bit unrealistic when you see light from within the hull as you swim past, but I think it's a small price to pay. It’s also the first time I’ve implemented custom backgrounds so that rooms with many details, like the cafeteria, are not made of dozens of individual structures. Credit and thanks to InitialDesu for the tutorial on how to make that happen.

11,633 downloads Details →
Better Drugs – Barotrauma Mod

Better Drugs

by 76561198150146014

Tired of only 3 "Chem" Drugs in Barotrauma? Not anymore, With better drugs, We've got a large variety of drugs to choose from, And additionally, you can now overdose on drugs and cure withdrawal. Theres drugs for everyone, for the engineers, for the clowns, for the security, for the medics, for those who want to be happy again. And theres rumors theres a stationgoer out there somewhere whos looking to join a crew, and start cooking some for them. I wonder who that is? Better Drugs is part of a Planned Collection of "Better" Mods that enhance and improve various parts of barotrauma ranging from Alcohol,To Medicine, to Husks, to Genes and potentially adding Cybernetics. Better Medical Better Collection Help me make More Mods quicker

11,075 downloads Details →
Barotrauma Audio Overhaul [UNMAINTAINED] – Barotrauma Mod

Barotrauma Audio Overhaul [UNMAINTAINED]

by 76561198335391165

As soon as the new update drop, i will update this mod to make it not a core package anymore, as well as adding and improving things that as been recommended to me by multiple players ![ How to activate it : Go to your settings, mods and select Barotrauma Audio Overhaul as the current core package and you are done So, what does this mod do ? Well that's very simple : it aim in improving all audio tracks in the game starting to musics to eventually finish with everything. Since i started modding this mod (weird way to say that) i made a lots of changes and modifications to multiple items, ambiance, hull, etc. So for me it's actually pretty hard to reference every modification i have made. However, is you have some ideas, opinion, critics or just want to discuss about this mod please feel free to contact me or to use the appropriate discussions channels. Love you all, have fun with my mod <3

5,326 downloads Details →
TalentEnhancement Plus [CN],[EN],[RU] – Barotrauma Mod

TalentEnhancement Plus [CN],[EN],[RU]

by 76561198381627669

Based on TalentEnhancement, the purpose is to make every talent skill of each profession meaningful, and a skill can be clicked on all three lines to enter the next level What content is included in the mod: 1. Talent Enhancement: The goal is to enhance the talents of all professions, so that useless skills no longer appear in the talents: that is, if I have skill points, I will not have the brain to invest in other skills, and I will not choose this skill in any situation (currently, the engineer retains a guitar playing skill, which is considered a unique feature of this broken guitar, so if not, other skills will be useful), adding unique talent items, and strengthening items that were not used by many people in the original version. 2. Optimization of original items: The logic of some original items has been optimized, such as rifles and machine guns that can be placed in the inventory instead of being carried, and boxes and relic bags can be deleted. 3. Moving ammunition: Optimization of original turret ammunition, ammunition boxes can be placed in the inventory, and remaining ammunition can be merged. The posture is synchronized with recent updates and holding ammunition will not slow down. All professions have been redone, please provide feedback on any bugs or Imba content Important! The TalentEnhancement plus in the balanced version is used as a prerequisite for promotion, and you do not need to subscribe to all of them, nor should they all appear in the mod list. Please choose one or the other The TalentEnhancement plus in the balanced version is used as a prerequisite for promotion, and you do not need to subscribe to all of them, nor should they all appear in the mod list. Please choose one or the other The TalentEnhancement plus in the balanced version is used as a prerequisite for promotion, and you do not need to subscribe to all of them, nor should they all appear in the mod list. Please choose one or the other (PS: There are numerical differences between the two mods. The regular version has higher values, which is more suitable for novice babies and friends who want to deal with difficult mods more easily. The balanced version is more suitable for comrades who like to challenge difficult mods. We hope that the original profession and items can be better played in the difficult mod, but not too wheelchair bound. Therefore, adjustments have been made on the basis of the regular version. If there are new contents in the two versions, they will be synchronized, but they will be updated differently.)

11,613 downloads Details →
Stabiloplant – Barotrauma Mod

Stabiloplant

by 76561198082499465

Adds a new plant called Stabilobloom, which, as you guess, produces stabilozine. Originally found in wilderness of Europan ocean, stabilobloom fruits can be processed into a growable seeds, ready for cultivation onboard of your submarine. About Stabilobloom is a small plant with relatively long growing time, unique watering/moisture mechanic and extreme fire weakness. While the wild plant only gives you two stabilozine per fruit on deconstruction, the cultivated one gives four stabilozine plus one seed. Fruits can also be eaten, resulting in stabilozine effect applied and infected wounds healed. Sometimes stabiloplant produces mutated fruits, which can be used as a drug (applies psychosis resistance + haste with drunkeness as a side effect) or deconstructed into ethanol/carbon. Compatibility Should be all good, no vanilla items have been overriden. Does good synergy with my other mod Extract It!, since it was basically made as problem solver for the lack of stabilozine.

9,680 downloads Details →
M-108 «Leviathan» – Barotrauma Mod

M-108 «Leviathan»

by 76561198060043662

Combat (Level III) Price: 35,000 credits Dimensions: 69 x 20 m Cargo capacity: 18 crates Recommended crew size: 4-12 Recommended crew experience: Experienced An experimental development that combines the best features of previous models, it features versatile armaments and a flexible layout to counter most known threats. Its robust hull is complemented by spacious compartments, an efficient drainage system, and increased cargo capacity. The submarine also incorporates an internal video surveillance system. It comes with compact M-22 «Angler» and M-4 «Remorula» submersibles for exploring areas that the main vessel cannot access. Armament: - Discharge coil - Magnetic cannon - Chain cannon - Railgun - Big.Tur.Hardpoint Characteristics: - Speed: 22,6 km/h - Speed with aux. engine: 32,1 km/h - Ascent speed: 19 km/h - Diving speed: 18.4 km/h - Reactor power: 12000 - Engine power: 750 - Aux. engine power: 750 - Main battery capacity: 4x7,500 - Backup battery capacity: 2x7,500 - Oxygen generator output: 4000 Features: - Video surveillance system. - Protocol «Warden»: (Press the button on the right side of the nav. terminal with the description «Warden» and blue lights around it, which indicate that the protocol is ready. It works for a minute, then recharges for about five minutes - use it wisely!) - Acceleration protocol: (Press the button on the left side of the nav. terminal with the description «Auxiliary Engine» and green lamps around it, which indicate that the protocol is ready. It works for a minute, then recharges for approximately two and a half minutes.) - «Moon pool» on the lower exit. - Shuttle M-22 «Angler» - Drone M-4 «Remorula» Other features:(The location and appearance may vary, as some of the examples are universal for the «Black Rock» series.) ⸻ All signs and buttons in the interfaces on the entire submarine have been translated. The translation changes automatically depending on the language you are using. A guide that can help you create a multilingual submarine: ⸻ Want to learn more about submarines and take part in their creation? Visit Boosty! ⸻ An example of how the acceleration protocol works. ⸻ An example of the operation of the «Warden» protocol. ⸻ Ballast compartments with manual water discharge in case of contamination. ⸻ Activation/deactivation buttons for controlling the upper and lower docking hatches. ⸻ The manual depth charge drop system outside the navigation terminal, equipped with a safety device, is activated using a button or camera. ⸻ Locks designed to protect against creatures that can open doors. ⸻ Approximate area of ​​effect of the discharge coils activated from the navigation terminal, and the location of the depth charge launcher (installed as close to the center as possible) Submarines). ⸻ Monitor with random prompts: the option to change the prompts is on the button at the bottom. ⸻ Storage containers. ⸻

12,640 downloads Details →
Duffle Bag 2.0, Backpack & WaistBelt - Balanced – Barotrauma Mod

Duffle Bag 2.0, Backpack & WaistBelt - Balanced

by 76561198034495866

This is the multiplayer oriented, Balanced version of the mod. for the original with more inventory and boxception, please visit here: https://steamcommunity.com/sharedfiles/filedetails/?id=2251324465 ------------------------------------------------------------------------------------------------------ An improved Duffle Bag and new Backpack item to get that ever need inventory. Now includes a new WaistBelt! Duffle Bag: -20 Item Capacity -Holdable in either hand -Fits on shelves -Can hold larger items, weapons etc -New Custom Texture Fabricated using and deconstructed into Organic Fiber or purchased from stations for 100mk. Backpack: -16 Item Capacity -Holdable in both hands, wearable in Bag + OuterClothes slot (subject to change) -New Custom Texture -15% Speed reduction when wearing Fabricated using and deconstructed into Ballistic Fiber & Organic Fiber or purchased from stations for 150mk. WaistBelt: -9 Item Capacity -Holdable in either hand, Wearable in the bag slot -New Custom Texture -10% Speed reduction when wearing Fabricated using and deconstructed into Organic Fiber or purchased from stations for 110mk. ------------------------------------------------------------------------------------------------------ Needless to say (or so I thought) - DO NOT COPY, MANIPULATE OR REDISTRIBUTE WITHOUT PERMISSION. There maybe some bugs, This is currently V1.2 May conflict with the original version of the mod, but it shouldnt.

7,545 downloads Details →
(OUTDATED) Taehoon – Barotrauma Mod

(OUTDATED) Taehoon

by 76561198154658877

This version is no longer functioning due to changes in updates, and since i've stopped playing Barotrauma, i do not intent do update it any further. Feel free to update it, since credit is given to me. ░▒▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ EN/US ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓▒░ -------------------------------------------- Taehoon is a versatile deep diver designed for resisting tough conditions occasionated by the bioms. Distributed on all of Europa being known as a "Mobile Station" by it's size and confort. It contains systems developed for convenience and has everything the crew need to survive a long time underwater. Note: Taehoon was designed to be bought during a mid/late game campaign, a submarine you work hard to get with a numerous crew composed by players or bots. This is not recomended to be a starter submarine (it kinda ruins the experience). Size: 113,5 Meters long. 32,8 Meters in height. Maximum vertical speed: 15 km/h Maximum horizontal speed: 28 km/h Recomended crew size: 5 - 12 -------------------------------------------- Characteristics: > AI friendly: Waypoints tweaked by hand for easier bot navigation. By being in need of a large crew, sometimes players can't fullfill the recomended crew size, so bots need to be competent to mantain at least the submarine running without problems. > Traitor gamemode friendly: Contain traitor mission items spread around the submarine and resources for his action. > Balanced: It's cost is 32000 mk, it was designed for endgame campaings, has some blindspots and by having too little Junction Boxes relative to it's size they break faster. Also, the submarine is made to be very dark without lights, to incentivate the use of flashlights in critical situations. -------------------------------------------- Features: - There is different decoration resources, you can access vending machines for example. - All rooms have one light switch to turn on and off the lights. - Comfy casual room and dorms to make crew feel at home. - Ressearch laboratory with a greenhouse for plants. - Reserve battery power system activated by navigation terminal. - Automatic discharge coil defense system located in the back activated by navigation terminal. - Docking bay with Shuttle and hydraulic hangar door controlled by navigation terminal, docking bay and shuttle. - Creature detector on ballasts. - Movement detector on defense weapons. - Duhen shuttle equipped with a defense coilgun and has movement detector alarm, made for exploring caves and nests. -------------------------------------------- > Author note: I hope you like this submarine, i've put a lot of effort in it and tried my best to make it the less laggy as possible, despite the size, it's pretty well optimized. > Please tell me if there is an error in it, AI for example, or basic systems that are game breaking, comment and i will read and update ASAP. Thank you for your atention, have a great game <3 ░▒▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ PT/BR ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓▒░ -------------------------------------------- Taehoon é um submarino versátil de classe Abissal desenvolvido para resistir condições severas ocasionadas por causa dos biomas. Distribuído por toda Europa sendo conhecido como "Estação Móvel" pelo seu tamanho e conforto. Ele contém sistemas desenvolvidos para conveniência e possui tudo que a tripulação precisa para passar dias em baixo d'água. Nota: Taehoon tem o design feito para ser comprado durante campanhas avançadas, sendo um submarino que você deve trabalhar para obter e exige uma tripulação numerosa de jogadores ou bots. Ele não é recomendado para iniciar uma campanha (meio que arruina a experiência). Tamanho: 113,5 Metros de comprimento. 32,8 Metros de altura. Velocidade máxima vertical: 15 km/h Velocidade máxima horizontal: 28 km/h Tamanho recomendado da tripulação: 5 - 12 -------------------------------------------- Características: > Amigável com IA: Waypoints arrumados á mão para navegação fácil da inteligência artifical. Por necessitar de uma tripulação grande, muitos jogadores não conseguem preencher esse requisito, então bots precisam ser competentes para manter o submarino pelo menos funcional. > Amigável com modo de traidor: Itens de missões de traidor espalhados pelo submarino e recursos para o traidor agir. > Balanceado: Seu custo é de 32000 mk, possui o design feito para campanhas avançadas, possui alguns pontos cegos e por ter poucas caixas de junção em relação ao seu tamanho, elas quebram mais rápido. Além disso, o submarino é propositalmente escuro sem as luzes para incentivar o uso de lanternas em situações críticas. -------------------------------------------- Recursos: - Há armários decorados diferentemente, você pode acessar uma máquina de vendas por exemplo. - Todas as salas possuem interruptores para ligar e desligar as luzes. - Possui uma sala casual e dormitórios confortáveis para fazer a tripulação se sentir em casa. - Contém um laboratório de pesquisa com área para plantio facilitado. - Possui sistema de energia reserva ativado pelo terminal de navegação. - Contém sistema de defesa de descarga elétrica automática localizada na retaguarda ativado pelo terminal de navegação. - Baia de acoplagem com submersível e porta hidráulica também ativada pelo terminal de navegação, baia de acoplagem e submersível. - Detector de criaturas nos lastros. - Detector de movimento nas armas de defesa. - Submersível Duhen com um canhão elétrico equipado para defesa e alarme do detector de movimento, feito para cavernas e ninhos. -------------------------------------------- > Nota do autor: Espero que você goste do meu submarino, me esforçei bastante e dei meu melhor para deixá-lo o mais otimizado possível apesar do tamanho. > Peço para comentar se há algum erro, seja com a IA, ou sistemas básicos do submarino para eu saber o que é necessário arrumar. Comente e eu atualizarei o mais breve possível. Obrigado pela sua atenção, tenha um ótimo jogo <3

5,602 downloads Details →
DORUDON - Transport Ship – Barotrauma Mod

DORUDON - Transport Ship

by 76561199231450026

“The DORUDON TRANSPORT” is a delicate transport submarine.It has enough firepower for small monsters, plenty of space for remodeling, and almost a full complement of workshop and living facilities. The ship is well suited for transporting cargo. —— This ship is a T2 transport submarine (close to vanilla) —— Main Parameters: Specifications:60×16 Number of items/structures:820/917 Price:DM 13500 Detailed Parameters Firepower: Shipboard weapons carried by this ship are. Chaingun ×3 Turret hardpoint ×2 Protections: ①Hull size is 60x16 meters ② Average blood level of the shell is 200 (300 for bow and stern) Maneuvering: Uses a small thruster with 800 thrust, has three ballast tanks , has a maximum forward top speed of 28km/h and a maximum dive speed of 21km/h. Equipment: ①Has a processing table, pulverizer, and pharmaceutical table ②Has one medical bed and two general beds ③Have two outlets ④ has six containers, two shelves

11,530 downloads Details →
Complete Global Darkness – Barotrauma Mod

Complete Global Darkness

by 76561198335391165

Complete Global Darkness Down here, light is no longer a given. It's a resource, a boundary, sometimes your only protection. Where your torch dies, the submarine stops existing for your eyes, and whatever prowls the dark takes full advantage of that. The darkness is real Hulls, wrecks, the world outside: no ambient light left anywhere. Without an active light source in your hands or on the wall, there is nothing to see. Nothing at all. You're no longer a walking lantern Your character no longer glows in the dark. No aura, no protective halo. In the dark, you're just another silhouette, as hard to spot as anything else lurking around you. Ore and loot don't give you away anymore Certain resources used to glow in the dark, revealing their position to anyone who knew where to look. Not anymore. What you find in the dark stays in the dark, until you light it up yourself. A face in the dark stays a mystery A name above someone's head only shows if that head is actually lit. A crewmate, a stranger, or worse, something wearing the shape of one: until light reveals them, you won't know who, or what, you're dealing with. Objects stop announcing themselves No more artificial glow on hover to point out something's there in the dark. You can still interact normally, the interaction wheel and tooltips work exactly as before, but nothing lights itself up to make things easy for you. What hunts in the dark, hunts differently Hostile creatures see far worse without light. Stay still in the dark and you become extremely hard to spot on sight. But don't get comfortable: silence doesn't excuse carelessness. Running, moving, making noise, all of it remains perfectly audible no matter how deep the dark around you. What you can't see doesn't exist No peeking through a wall or a closed door to guess what's waiting in an unlit room. Whatever lies outside your real line of sight stays invisible, and you won't know what's in there until you actually walk in. Keep your flashlight charged, stay close to your crew, and never forget: in the dark, you're not the only one watching.

7,053 downloads Details →
Undersea Horrors Mission Edition – Barotrauma Mod

Undersea Horrors Mission Edition

by 76561198303996776

This mod is the Mission Edition of Undersea Horrors made by BasicallyClueless, with addition of some missions! This mod functions as standalone mod, no dependency. Also, I should make it clear that some missions are extracted from Barotraumatic. Creatures: - Deadnought - Endwhale - Rockworm - Mine - Mine Detached - Nuclear Mine In total, three abyss monsters and NAVAL MINE! Compatibility There should be no compatible problem with other mods. However, do note that if you are using Barotraumatic, it is not recommended to use both mods at the same time, IT WOULD POTENTIALLY CAUSE CONFLICTS.(Solved) And it is generally safe to add/remove mid-campaign. I hope you enjoy this mod! Feel free to leave feedback! 这个模组是Undersea Horrors的任务版本,原作者是BasicallyClueless,此版本中加入了一些任务。 此模组为独立模组,不需要其他依靠其他模组。同时,我必须指出,部分任务是从Barotraumatic分离出来的。 生物: - 无畏舰 - 末日巨鲸 - 岩石蠕虫 - 水雷 - 漂浮水雷 - 核能水雷 一共有三个深渊巨兽,还有各种水雷(想象一下自动导航的快感!) 兼容性 应该不会与其他模组产生兼容性问题。 但是注意,如果你还订阅了BT模组,请不要同时使用两个模组,可能会产生冲突。(已解决) 同时,你可以任意地在战役或者存档中加入或者移除这个模组 希望你喜欢这个模组!如果有任何问题,请发表评论! Этот мод представляет собой миссионерское издание Undersea Horrors, созданное BasicallyClueless, с добавлением нескольких миссий! Этот мод функционирует как автономный мод, без каких-либо зависимостей. Также я должен пояснить, что некоторые миссии взяты из Barotraumatic. Существа: - Дедноут - Роковой Кит - Каменный Червь - Морская Мина - Отдельная Морская Мина - Ядерная Морская Мина Итого три бездновых монстра и МОРСКАЯ МИНА! Совместимость С другими модами проблем совместимости быть не должно. Однако учтите, что если вы используете Barotraumatic, не рекомендуется использовать оба мода одновременно, ПОТЕНЦИАЛЬНО МОЖЕТ ВЫЗВАТЬ КОНФЛИКТЫ.(решено) И вообще, добавлять/удалять в середине кампании безопасно. Надеюсь, вам понравится этот мод! Смело оставляйте отзывы!

9,475 downloads Details →
略微放大地图 – Barotrauma Mod

略微放大地图

by 76561198220228133

只是略微增大了地图大小 扩大了废弃站点大小 新增30+废弃站点模块 如果需要扩大废弃站点,请把此mod放在有修改废弃站点的mod上面

12,055 downloads Details →
Helldivers 2 Boarding Pod – Barotrauma Mod

Helldivers 2 Boarding Pod

by 76561198143523476

A simple mod that adds the helldivers OST when using the Boarding Pod Credits to Helldivers 2 Composer - Wilbert Roget II

10,894 downloads Details →
Meaningful Upgrades (Fork) – Barotrauma Mod

Meaningful Upgrades (Fork)

by 76561198967441757

**NOTE** Since making this I've had a few requests to post the code on Github, or otherwise make it public for other people to update on their own. Good news! After installing this mod, go to C:\Program Files (x86)\Steam\steamapps\workshop\content\602960\ and sort by most recent, it'll be the topmost mod. Barotrauma mods outside of lua are stored in human-readable, unencrypted XML files and are very easy to update. It's how I made this fork originally! Happy 3 year anniversary of no updates! Let me know what you'd like to see added or changed! **END NOTE** This is a fork of Meaningful Upgrades that adjusts it to be closer to vanilla balance, still functioning on the latest version. This description was taken from the original workshop page, however has been changed in some places. Please read below. Upgrade cost follows vanilla price scaling. More incentive to max out an upgrade category instead of buying a different sub. Some Items can be upgraded to +50% or +100% efficiency. The level-cap of hull strength upgrades have been increased to allow investment in late-game survivability. Max level amounts have been increased or decreased, compressing items with un-needed levels into fewer upgrades and expanding items which did not have enough levels into more upgrades. Adds new unique upgrades for: Sonar Range, Turret Firerate, Discharge Coil Range, and Discharge Coil Efficiency. Pumps and Engines have been given high max limits, this is to facilitate 'certain types' of submarines. If you manage to max-upgrade a submarine which is 'already upgraded' it will be extremely broken. - upgrade responsibly. *Note: All currently supported EK submarines are now handling-stat compatible with engine speed upgrades, speed increases with more upgrades should now be more linear speed increase instead of exponential. Original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2183524355

8,646 downloads Details →
AUG Guns [Outdated] – Barotrauma Mod

AUG Guns [Outdated]

by 76561198086119298

A mod that adds new submarine weapons and ammo types! This mod adds a plethora of new ammo types for submarine armaments and brand-spanking new weapons for subs too! Items - "Depleted" Uranium Coilgun Ammo - Barbed Coilgun Ammo - Taser Coilgun Ammo - Makeshift Coilgun Ammo - Railgun Slug - HE Railgun Shell - Railgun Shell MkII - Railgun Injector Shell (Empty/Poison/Tranquilizer) - Machinegun Turret If you find any bugs or have any suggestions/feedback, please post them in the comments. To-Do - Taser/Stun/Non-Lethal Ammo - Heavier Railgun - Flare Ammo - Machinegun Turret - Alien Ammo - Decoy Sonar Shell - Makeshift Railgun/Cannon - Some Secret Stuff? (Mod is not being maintained for the foreseeable future. I recommend EK's mods.)

5,953 downloads Details →

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