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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.
Sh-097 Trouble K35 G.w.b. [Ru]
by 76561199195619368
About the submarine Level-2 Price-20.117kr Class-Combat submarine Recommended crew from 4 to 10 people All characteristics are indicated without taking into account submarine upgrades Engines Motion modes Km/h Engine №-3 7.6 Engine №-2 8.3 Engine №-1 24.4 Engine #-3+2 11.3 Engine #-1+3 25.4 Engine #-1+2 25.7 Engine #-1+2+3 27 Large Engine Power Consumption energy TTX 510 3,500 kW Maneuvering thrusters Total Power Total Energy Consumption Two thrusters 120 1,000 kW Ballast Buoyancy Speed km/h Dive 14 Dive Ballast Mode 20 Emergence 19 Armament: Gun Type Number of Guns Magnetic guns 4 Railgun 1 Shrapnel gun 1 Dual magnetic gun 1 Depth charge silo 1 Automatic discharge coils around the hull perimeter Automatic target illumination floodlights Gun capacitor capacity 50 Discharge coil capacitor capacity 25 Batteries Purpose of batteries Number of batteries Capacity of batteries Main grid batteries 4 10,000 kW total 40,000 kW Oxygen and Light Generator Battery 1 2,500 kW Fabricator and Deconstructor Battery 1 2,500 kW Reactor Maximum power 20,000 kW Fuel consumption 0.350 per second. Automatically shuts off when overheated and docked. (Disabling during docking can be canceled with the O.R.S. button.) Miscellaneous - Number of Diving Suits in Cabinets 10 pcs. - Recharging all cylinders in underwater equipment cabinets and shelves. - Text screens at the airlocks indicating the current depth - Ability to leave the boat through the upper docking airlock - Expansion of ballast by flooding the hold. - Blocking the drain valves. - Instant repair of the hull along the perimeter, detonation of grenades with mounting foam. - Power saving mode R.E.S. Disables all energy consumers, except for the oxygen generator and pumps. - Oxygen control system. When there is little oxygen left in the compartment, the sensor is triggered and activates the oxygen generator for 10 seconds. During this time, the compartments have time to fill with oxygen by 100%. During a fire, oxygen generation is blocked so that the fire, having exhausted its oxygen supply, goes out itself. This system saves energy due to the fact that the oxygen generator does not work all the time, but only when there is not enough oxygen. - Fire and high pressure alarm - Target illumination spotlights - Speakers. Now you can listen to music For pointing out my mistakes and advice. Special thanks to comrades: andre024 Aedd Feorh movement Thanks to you, this boat has become a little better. List of updates Update from 01/27/2025 The fuel consumption rate in the reactor has been changed by 0.350 The length of the ladder has been increased. There should be no problems entering the station now. Bots should no longer get stuck when repairing the docking airlock. Added an automatic oxygen control system and automatic fire extinguishing. Added a power saving mode. R.E.S. Added the ability not to turn off the reactor when docking O.R.S. Added a new docking airlock. Thanks to Danket for his mod. Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2942265328 Update from 02/08/2025 Changed the price to 20,117kr Changed the location of the buttons in the Central Control Room. Added the ability to turn on or off all three engines separately. Added spotlights for illuminating targets of the P.C. Added a manual with a description of the systems in the Central Control Room. Added fire and high pressure alarm. Added speakers to listen to music. And other changes. Update from 02/17/2025 The target illumination system of the P.C. has been changed. The gun spotlights no longer turn off during operation. P.C. Music can no longer be turned on if the switch is in the off position. Minor changes.
Moth
by 76561198152771620
Dragonfly的姊妹船,各项参数与其相近,但因其不稳定的反应堆和过于高昂的造价,她和她的姐姐的设计图纸均在完成测试后被联盟的设计师扔入了垃圾桶.最终未能如期投入量产。
Playable Husk Template [ENGINEER ver]
by 76561198141098346
Made and uploaded this mod just for myself Needs Lua Barotrauma Also, you can't normally gain pluses from talents, you have to give them to yourself with cheats (as I think it's a problem with Lua/monster-job itself) Original Mod - https://steamcommunity.com/sharedfiles/filedetails/?id=2867962468 Feel free to use any part of this mod, no need to ask
BABABARINE MKII
by 76561198239078008
16 man sub for Detour's 16 man campaigns! I forgot to mention that the only mod you need is alarms extended: https://steamcommunity.com/sharedfiles/filedetails/?id=2638494991 Thumbnail credit to Newt. Check out his sub! https://steamcommunity.com/sharedfiles/filedetails/?id=2808778764
Steyr AUG
by 76561198230806872
Description: An Austrian bullpup rifle chambed in 5.56×45mm. It's high rate of fire and large ammo capacity makes allows it to be an excellent weapon in combating europa's denizens. Ammunition: All magazines contain 40 5.56×45mm rounds (FMJ) Full Metal Jacket magazine: The basic magazine for the AUG, deals about 22 damage. (AP) Armor Penetrating magazine: A good choice for those pesky mudraptors. 40% armor penetration and 15 damage. (DU) Depleted Uranium armor penetrating magazine: An expensive high damage high penetration round. Good for very hard armored and high health targets. 50% armor penetration and 25 damage with radiation. (???) Experimental Rounds: Very expensive experimental rounds fabricated with alien materials. Very high damage, penetration, and additional stun. 100% armor penetration and 40 damage with small explosion. Please comment and problems or suggestions for the mod should be kinda balanced and prices and skill and fabrication is all set up. squeeze my HOG
[BOS]Ero-锤击点-改良
by 76561198200862261
Ero级中型核潜艇,采用仿生学设计,模拟了锤头鲨的外形,并且安装防撞隔舱和间隙外壳,使得无论是撞击或是爆炸都可轻松拿下,同时拥有惊人的货舱大小,如果想要通过运输来获利,那她一定不会让你失望的。 修改的地方: 1.中型柜全部替换为大型柜 2.在船体底部添加了一个线圈和一个深水炸弹投放(潜望镜在指挥室) 3.现在船体上所有潜水服柜都能自动给氧气罐补充氧气. 4.增加了安全室的弹药存放量 5.扩大了医疗室的存储量 6.扩大了工作台的存储量 7.新增了一个无人机(控制器在指挥室的潜望镜旁) 8.给船的底部开了一个出口。 9.更新了防丘脑水泵 在游玩后做的一些更改(自用) 未经授权,如作者要求删除下架,我将立刻删除此mod 原作者链接: https://steamcommunity.com/sharedfiles/filedetails/?id=2614522913&searchtext=%E9%94%A4%E5%87%BB%E7%82%B9
dograptor
by 76561199010603391
ever wanted a pet mudraptor? too bad! you will get one anyway name: dograptor
Medical Shotgun
by 76561197995258961
This is a shotgun with shells that heal you, originally made for private games so I'm probably not going to fix any problems you raise. This is not intended to be super practical. It's fun though. There are three types of shell: "Bleeding", "Burn" and "O2". They should be self-explanatory. "O2" is for suffocation damage only, it will not shock someone awake if they are too seriously injured to stand. Since you just got shot in the face/torso you'll be stunned, take a small amount of internal damage and be thrown a short distance - it's not great for healing during a battle but it makes for an interesting way to keep people alive. You can get the shotgun and its shells by fabricating them (medical fab), or randomly at shops/wrecks.
Advanced Personnal Inventory
by 76561198335391165
Advanced Personnal Inventory (API) More slots, no more trade-offs. Greetings, submariner! Advanced Personnal Inventory adds dedicated new equipment slots, a storage space that grows with what you're carrying, and a display that always shows your own inventory next to whatever you're interacting with. Everything blends into the game's original interface — same colors, same reflexes. The problem this mod solves In the base game, several essential items share the same equipment slots — constantly forcing you to choose between two options that have nothing to do with each other: - A diving suit and a bulletproof vest both use the "outer clothing" slot. You can't wear both at once. - A tool belt, a backpack, and a heavy weapon carried on your back (pump shotgun, harpoon gun, submachine gun...) all compete for the same bag slot. Carrying your arsenal on your back meant giving up your storage bag — or the other way around. - A helmet, a head-mounted flashlight, and detection goggles (thermal, electrical, or medical diagnostic) all occupy the "head" slot. You had to pick which of the three to sacrifice. This mod gives each of these items its own dedicated slot. The result: you can wear a diving suit and a bulletproof vest, a backpack and a back weapon and a tool belt, a helmet and a flashlight and detection goggles — all at the same time, with no trade-offs. Five new slots - Belt — for your tool belt or medicine belts. - Back weapon — for any heavy weapon or tool normally carried on your back. - Vest — for bulletproof vests, bandoliers, safety harnesses, and other wearable armor. - Glasses — for detection goggles (thermal, electrical, medical diagnostic). - Flashlight — for any head-mounted light source. Each one behaves like a native slot: drag and drop as usual, and the item shows up visually on your character just like any vanilla equipment. A storage space that adapts to you Your free storage space reorganizes itself dynamically based on what you're wearing: put on a backpack, a tool belt, or a bandolier, and extra slots appear automatically — including reserved compartments (ammo, tools, medical supplies) granted by certain outfits, clearly separated from the rest. No locked or unused slots cluttering the screen: you only ever see what's actually unlocked. To access this storage space, open your own medical interface (the same menu used for healing) — that's where it lives, not in your regular equipment bar. Sort and stack in one click A Sort button appears directly in the storage panel. It sorts your items by category, then alphabetically, and automatically merges identical items scattered across existing stacks — without touching reserved slots, whose organization stays intact. Sorting relies entirely on the game's own native mechanics, for a reliable, predictable result. Your inventory, always within reach - In front of a world container — a locker, a shelf, an oxygen generator, or any other storage object — your inventory shows up automatically next to it, ready for drag-and-drop. - With an ally or an NPC — to see your own inventory next to theirs, open their medical interface (the healing menu, not a separate window). That's the action that displays both inventories at once, on either side of the medical window itself, which gets re-centered on screen to stay readable. In both cases, this panel appears automatically at the same time as the relevant window — there's nothing else to open and no menu to hunt for: it places itself right next to it as soon as the interface shows up. Also - Quick reload — a configurable key reloads the item in your hand with the best available ammo or fuel. - Flashlight toggle — a configurable key turns any equipped light on or off, without opening your inventory. - Visible under a diving suit — bag, back weapon, glasses, belt, and vest all stay visible even while wearing a diving suit. - Restricted access to worn containers — the contents of a backpack or tool belt can only be accessed while it's actually worn, not just held in hand. Compatibility For now, this mod only recognizes vanilla items — items added by other mods don't yet benefit from the new slots. That's not set in stone: I'm entirely open to adding compatibility with other Workshop mods if the community requests it. Feel free to leave a comment to let me know which mod you'd like to see supported. Installation This mod is written in C# via LuaCsForBarotrauma — it won't work without it. Here's how to set everything up: - Subscribe to LuaCsForBarotrauma on the Workshop, then enable it in your mod list like any other mod. - In LuaCsForBarotrauma's settings, make sure C# support is enabled — this mod won't compile if that option is turned off. - Subscribe to Advanced Personnal Inventory and enable it in your mod list, below LuaCsForBarotrauma. - Launch a game: the mod loads automatically, no further setup needed to enjoy it. Configuring the keybinds Quick reload and flashlight toggle both use configurable keys. To change them: Settings → Controls, then look for the two entries added by this mod in the list. You can assign them any key you like, just like any other in-game shortcut. Available languages French, English, German, Russian, Polish, Turkish, Brazilian Portuguese, Castilian Spanish, Latin American Spanish, Japanese, Korean, Simplified Chinese, and Traditional Chinese. Feedback and suggestions This mod is actively maintained. If you run into an issue or have a feature idea, leave a comment — every bit of feedback gets read and considered for future updates.
Analyze Item [Forked+Fixed]
by 76561198374628019
original mod from whoisyourdaddy fixed/forked version from Olyvion made as debug version of patch for gm menu, but currently awaiting implantation still can be used as fully functional standalone mod it essentially provides a UI interface to query the price information of items, ingredients, and deconstructed items. It should also automatically account for modded items, too, if they use merchants/fabrication/deconstruction. You do need to install Lua for this mod to function, but likewise, you won't need to install Cs as it's already bundled in with Lua; you just gotta enable it on the top right corner where it says "Open LuaCs Settings." Analyze Items should match closely with store prices, it'll be green depending on if it's cheaper to buy/more money from selling, then base price(gray), and red if it's more expensive to buy/selling at a loss below the base price (gray) Key rebinding can be accessed through the pause menu, albeit finicky It'll display the item's fabrication source, where it's made from, and what items it's deconstructed to, and it'll now display alternate recipes, but if it's a shapeless recipe like revolver rounds, you hover over the item's fabrication ingredients, and it'll show any of.
Angon
by 76561198273250879
After taking a break from steam workshop builds for years, I have finally returned in a new game to bring you my first attempt at a high-detail, vanilla-oriented, custom submarine: The 2V-LX Angon Attack Submarine Lore/description: The 2V-LX Angon Attack Submarine was designed by a small, independent European military corporation known as Second Variable Industries. Even at a glance, the Angon’s design philosophy is quite obvious: concentrated frontal firepower. With its patent-pending Angon Augmented Pulse Laser Array (AAPLA), it is capable of causing absurd amounts of damage to unwary foes, and it is well-supported by the Angon’s other turrets. However, production trials exposed more than a few flaws with this brute-force approach; cost-cutting for R&D on the laser array has resulted in the submarine’s reactor being significantly underpowered, and the electrical grid frequently struggles with balancing the immense power requirements of the AAPLA whenever it is used while running other equipment. This also prevented the implementation of any discharge coils on the submarine as well. Moreover, the concentration of firepower at the front of the Angon has left the rear woefully equipped to deal with pursuit, especially from smaller, faster enemies. Because of these drawbacks, very few submarines were produced outside of prototypes. Some still survive today, however, and experienced crews have found that when its high mobility and electrical systems are used correctly, the destructive capabilities of the Angon are near unmatched. General stats: Tier Cost Top speed Descent speed Reactor output Battery cap. Cargo cap. 3 30,000 23.7 km/h 17.3 km/h 5000kW 3000kW/min 12 Features: - Angon Augmented Pulse Laser Array (AAPLA) - Full fabrication, deconstruction, and research capabilities - Exterior camera surveillance system in the command room for captains - Double oversized ballasts with emergency drain levers and shutoff valves, as well as functioning as heavy-duty automatic drains for flooding at the rear of the ship - Smart alert system that detects flooding, intruders, fires (in certain rooms), nuclear meltdown, and when your pesky crewmates leave the airlock open - Full-sub emergency lights and siren system that can be disabled/enabled - Autodoors and hatches that can be disabled/enabled - Turrets that can be disabled/enabled to prevent bots from wasting ammo - Starting armament of 1 railgun, 1 coilgun, and 1 chaingun, with one additional lower rear small hardpoint (plus the AAPLA, of course), and a forward-mounted depth charge tube - For better or for worse, the navigation room offers a stunning view of the European abyss - Overall bot-friendly design, complete with waypoints - Tons of custom textures that don’t confuse gameplay - Strong, but not overpowered, for vanilla missions and campaigns The Angon Augmented Pulse Laser Array: The AAPLA fires the equivalent of 9 pulse laser shots per burst, meaning one pulse laser ammunition box containing 45 shots will last 5 bursts. This damage is enough to nearly one-shot a Moloch with good aim, but you’ll always pay the price of firing whether you hit or miss; here are some of the balancing factors and details for having such a powerful weapon at your disposal: - The supercapacitor that operates the AAPLA takes damage faster than normal capacitors when used, and requires a full 30kW/min charge before the AAPLA can be fired. - The capacitor has a recharge speed of 1080kW, which cannot be adjusted. - Certain junction boxes across the whole submarine are more vulnerable to overloading, catching fire, or both, something to always keep an eye out for. - It takes roughly 20 seconds for the AAPLA to recharge after firing, during which power demand will consequently be 1080kW higher than normal. - In high-pressure scenarios, it is recommended to enable your battery array to supplement your electrical grid and help deal with spikes in demand. That should be pretty much everything of importance, if you have any questions or find any bugs, leave a comment and I’ll see what I can do. Hope you enjoy my first deep-dive haha get it into the submarine editor! Like and favorite if you want to see more in the future!
Coalition U-Boats
by 76561198836513000
EK & Enhanced Armanents fused U-Boat style submarine. Features two Subs with small design alterations between them. **ECS U-2216** Armanents: > 3 Auxiliary Light Chainguns (Locked) > 1 Turret Hardpoint > 1 Heavy Turret Hardpoint > Alternating Autocannon > Spinal Mounted Railgun (Torpedo) > 3 Acoustic Kinetic Pulse Dischargers > 2 Depth Charge Tubes Submarine Features: > Diesel Powered Sub > High Capacity Dual-Battery Arrays > Crew Quarters > Fabricator & Deconstructor > Unit Load Device > Medical Fab. & Gene Station > Low Power Mode > Camera Systems **ECS U-2219 - The Cult's Wraith** Armanents: > 4 Pulse Lasers > 1 Railgun > 2 Medium SSL Launchers > Alternating Autocannon > Spinal Mounted Railgun (Torpedo) > 3 Electrical Discharge Coils > 2 Depth Charge Tubes Submarine Features: > Nuclear Powered > Small Battery Array > Crew Quarters > Fabricator, Deconstructor, Ammo/Weapon Fabs > Small Amount of Cargo Room > Medical Fab. & Gene Station > Low Power Mode > Manually Outfitted > Two Docking Ports Read in-game description for submarine "lore" and other fun things. enjoy, if there are any issues leave a comment and I will try to fix asap.
63 Stack EVERY ITEM (NO LUA)
by 76561199014928742
Alright buckaroos. Works on any modded item. Won't work inside ur backpack. Hotbar slots only or cabinets you interact with will work. Medical fabricator one iron. (Power-Stacking syringe.) Only stackable items. (eg. bandages, morphine, bullets etc)
Капри-М
by 76561198032665023
Большой разведывательный корабль, в основе задач которого стоит разведка, экспедиции, точечное уничтожение целей и проведение скрытных операций. Работает с кораблём сопровождения Умбра.
VNM Barreleye
by 76561198055483169
With its glaring ventral blindspot, unreliable airlock systems, and sprawling layout, the Barreleye demands patience and prudence from a seasoned crew to ferry life-sustaining cargo (and stashed contraband) to fledgling outposts. To this end, her dorsal array - when fully outfitted - will shred any Europan fiend that dares approach from above. Assuming they make it past the Moloch-cleaving mining laser. + WRECKED / THALAMUS VARIANTS INCLUDED + =-=-= This vessel will continue to be updated based on feedback. Critique, comments, and bug reports are all welcomed and appreciated! =-=-= TIER: 2.5 PLAYSTYLE: Tactical, Roleplay AI-COMPATABILITY: Low-Moderate Max ASCENT: 19km/h Max DESCENT: 18km/h Max SPEED: 15km/h WEAPONS: Control weapons by interacting with monitors - one in the conning tower, three in weapons, and one in forward diving supply. Labels and arrows will point you to the correct one. Chaingun (215°) Small Hardpoint (230°) Chaingun (270°) Flak Cannon (315°) Pulse Laser* (30°) *PULSE LASER: "Mining Laser" + Fires 9 pulse laser blasts at once + Indestructible supercapacitor - Cannot fire until supercapacitor is 100% charged - Cancelling fire (or attempting to fire after cancelling) prevents firing for 1.5 seconds - Sluggish turret movement - Ammunition loader is outside of the vessel - Minimal visibility - Control room in vulnerable area Depth Charge (forward) Discharge Coil (forward hull) Discharge Coil (aft hull) PRICE: 21,500 mk DIMENSIONS: 74x25 m CARGO CAPACITY: 72 crates FEATURES: - Detailed interiors - Excessive small-scale storage for personal effects / contraband (if it looks like a container, it likely is) - State-of-the-art ventilation / draining ducts - High-durability windows - Lights-off low-power mode and ballast shut-off - Captain's switchboard has controls to play with; reactor shutoff and engine speed require keycard to switch - Unique access to rooms/services for different crewmembers via keycard - Detonator array in ballast, suitable for fixfoam, incendiary ballast flora defense, and more - Serviceable battery array - Surveillance systems - 5 internal cameras - 3 external searchlights + 1 external camera - Oxygen limiter - The captain and engineer may activate their respective oxygen limiter, each reducing oxygen output by half the total - Supplies included with purchase - Two welding tools in engineer's small cupboard, forward green closet (forward stowage), others scattered - Ample diving equipment - Secret fun banana - 13 diving suits by airlocks and in central locations - Well-stocked medical cabinet, material locker (connected to fabricator) - Secure Storage - Any crewmember can request access to either secure storage by pressing the lower button. When access is approved, the door will be open only briefly. The foreman can override this security and keep the doors open - Secure storage climate controls are located in the oxygen room AI: MOVEMENT - Bots will fare well on the conventional weapons, and they are able to get around the main parts of the vessel with ease. INTERACTION - Bots have some difficulties with the forward and aft airlocks. The dorsal airlock is more reliable. WEAPONS - Bots perform well with all weapons, including the mining laser. However, they are liable to get trapped when the EC8 bay is flooded. FUNKY STUFF: - Because of the nature of the airlocks, bots will not be able to go in or out of their own volition - they are liable to flood the EC8 Bay repeatedly if left to their own devices. - Occasionally, bots will just. Stop moving. Junction boxes and certain leaks will break them, and they seem to really want to get into secure storage. Shaking them and changing their tasks seems to work OK. - You *will* have to do much of the work. CAPTAIN'S NOTES: - Outdated airlock systems Both the aft airlock and the EC8 Bay external door will open only after water has poured in through an overhead duct, and will only cycle once the interior has been completely dry for five seconds. Damage to these systems can easily render airlock doors inoperable until they are repaired and reset. Resetting the aft airlock is a real chore; open the hatch, wait for the external door to open, then try the button. Repeat until the alarm sounds. (To safeguard against piracy and husk attacks, airlocks are inoperable from the outside. ) - Weakened weapon lighting Intense combat all but demands someone man the external surveillance systems, especially if the mining laser is employed. The weapon lights are pathetically dim, and they drain power from the supercapacitors while active; there is rarely a reason to turn them on. - Glaring blindspot The Barreleye is designed for sedentary operation. When it must move, it is imperative that the captain keep the vessel close to the seafloor. The lower hull has been reinforced to withstand frequent collision with rough terrain, but it is still a lethal vulnerability. The vessel's former engineer jury-rigged some boarding defense in the ballast; it might just come in handy. - Collateral damage During times of chaos or rapid ascent, careless gunners can easily tear a hole through the observatory or destroy the conning tower. When neutrally buoyant, gunners should be sure they do not aim their weapons below the red guidelights to minimize risk of damage. - Mining Laser The mining laser is overkill on swarmers, but against slow-moving heavy targets it works like a dream. The gunner, alone beneath the EC8 bay, has only five shots before they will have to venture out through the airlock to refuel the laser. With how hot the machinery gets, the loader has to be kept in the open water.
Flare Gun
by 76561198002170993
Flare Guns. They shoot normal flares. They also shoot alien flares.
DockingAirlock
by 76561198093965286
Docking port that can safely dock and undock the sub, while also serving as a regular airlock. Signals to toggle docking should be passed into the circuit box, as indicated. While undocked, the hatch will also close automatically after someone has passed through it, similar to vanilla autodoors, for airlock safety. The same circuit box can be used for vertical docking ports and doors too, if desired.
Drone Carrier
by 76561198046168804
A modified "Yuriga" to carry six drones. Wait a second... Six drones?! No weapons. Just drones. Deal with it. It works! ==================================== Credit for the awesome base design of the drone goes to the creator of the submarine "Bronze Age" which can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=2690899170 ==================================== If this experimental ship weapon design is too exotic for you - check out my recommendations for more conservative submarine designs: https://steamcommunity.com/workshop/filedetails/?id=2700023633 This submarine has been made with and for Barotrauma v0.15.22.1
Tow
by 76561198126490122
Tow Submarine Concept An old tugboat retrofitted into a cargo submarine. A cargo module is welded onto the top, giving the vessel a rough but extremely cheap and practical appearance. The submarine is built in a vanilla style with small decorative elements. It is a Tier 1 vessel with basic onboard facilities: a fabricator and a deconstructor. Suitable for autonomous missions and simple cargo operations. Specifications Tier 1 Price 4920 Dive speed 17 km/h Max speed 21 km/h Reactor power 3500 kW Battery capacity 2000 kWh Battery output 1000 kW Battery charging rate 500 kW History When there was an urgent need for a cheap cargo submarine, engineers did not design a new hull. Instead, they took a decommissioned tugboat and literally “built up” a cargo module on top of it. The welding was rough, calculations were minimal, and appearance was not a priority. The only goal was functionality. The first voyage proved unexpectedly successful: the structure not only withstood Europa’s pressure but also turned out to be extremely reliable. Since then, Tow has become a symbol of cheap but resilient engineering. ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
Ultraviolet's WWII Weapons
by 76561198130139709
A better variant of my old mod with additional content and fixes. If you like your submarines with a "Das Boot" style touch, then this mod is exactly for you! Adds various weapons and other gadgets from all sides of the Second World War. Reskins existing weapons to match the WWII-style as well. I'm a little bit lazy to upload images of all items for now but I guess I'll do it sometime. ALL ITEMS GER: Maschinengewehr 42 Karabiner 98k Sturmgewehr 44 Gewehr 43 P08 Luger Pistol RPzB 54 "Panzerschreck" Rocket Launcher 3kg Geballte Ladung Demolition Kit US: M1 Garand M1A1 Thompson M1918 Browning Automatic Rifle (BAR) M2 Flamethrower (requires fuel tank mounted on the back and Lua to work) ITEM IDS: mg42,mg42drum,kar98,kar98bullet,stg44,stg44mag,g43,g43mag,luger,lugermag,panzerschreck,panzerschreckrocket,3kgladung,garand,garandclip,thompson,thompsonmag,bar,barmag,m2flamethrower,m2flamekit,ppsh41 SOV: PPSh-41 (more to be added)
SPS-069 Satellite
by 76561198091058427
SPS-069 (Small Patrol Submarine) конструировалась для патрулирования охраняемых объектов, но некоторые вольные капитаны предпочитают её из-за быстроходности и скромных размеров. С этой субмариной легко сможет справиться экипаж из двух-четырёх человек. Чем меньше численность экипажа, тем меньше им придётся платить! The SPS-069 (Small Patrol Submarine) was designed to patrol protected areas, but some free captains prefer it because of its speed and modest size. A crew of two or four people can easily handle this submarine. The smaller the crew size, the less they will have to pay!
Crux Mechanicus Revive
by 76561199305832725
Makes the Skitarii talent "Crux Mechanicus" do what it says (but is not intended to do) and gives you a revive -Requires 40k mod Currently the revive is a copy of Skitarii Rangers "Self Repair Protocols" The Author has informed me that (It isn't supposed to revive you)
Каретта
by 76561198032665023
Стандартный малый боевой корабль для прикрытия других кораблей и уничтожения целей на расстоянии. Спроектирован с обеспечением повышенной надёжности и сконцентрированной зоны ведения огня.
Immersive Diving Gear - OxyGear Compatibility Patch
by 76561198044041937
Compatibility Patch Patches the oxygear diving suit from OxyGear - Content Pack to work with the gameplay mechanics of Immersive Diving Gear. Load Order - Immersive Diving Gear - OxyGear - Content Pack - Immersive Diving Gear - OxyGear Compatibility Patch
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