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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.

Guns Enhanced VGM Compatibility Patch – Barotrauma Mod

Guns Enhanced VGM Compatibility Patch

by 76561198206936403

Ultimate Vanilla gunplay experience Loading order: - This Mod - Guns Enhanced - VGM

8,982 downloads Details →
Talent Additions – Barotrauma Mod

Talent Additions

by 76561198041235727

This mod adds a number of new talents as well as tweaks some existing talents. As such it will have some compatibility issues with any other mods that change talents, talent trees, or the following items: iron, scrap, steel, smg magazines & depleted fuel smg magazines. Now with Russian localization by Sir_Kelt! Спасибо! This mod aims to enhance the vanilla experience by adding to the somewhat lackluster vanilla talent trees with many new talents, items and pets to play with I did my best to make any added items and talents viable, new and interesting while trying to be mindful of balance and not making things overpowered. Any feedback is appreciated. Notable Additions Assistant - All-In-One-Helmet, a helmet which combines multiple visors and items together as the ultimate assistant contribution. It's a tad goofy, but rather useful. - Clown Rocket Shoes do what you would expect: move you at great speeds and at great danger to yourself. - Clown-O-Vision which is part thermal goggles, part clown mask and makes you go a bit crazy when wearing it. - Flooder to bring a new meaning to "water prankster" and flood ships with a goofy "flamer." - Zappy Horn, a bikehorn that functions as a single-shot stun gun as well. Captain - Trophies from each abyss creature which can be sold for thousands of mks, or hung on your wall with pride - Old Sailor's Wallet which can be looted from wrecks and sold, or deconstructed into carbon if you're desperate. - Jovian Grail, a rare and holy artifact which can turn water into ethanol. Put ethanol in the inventory slot, hold "aim" to drink it, and when it's empty, submerge the grail in water and the ethanol will refill. Can also get your enemies drunk if you bludgeon them with it. - Captain's Blend, a coffee blend of coffee beans and tobacco that will give you a buff reducing psychosis, opiate and chem addiction for the rest of the mission. Gives a stronger buff with the "Wake-Up Call" talent. Engineer - Fissile Launcher, a modified rapid fissile accelerator that accelerates fuel rods instead of fissiles. Launches fuel rods (including depleted which do increased damage and don't explode) which can hit enemies and explode doing a great deal of damage, like a nuclear grenade launcher. Very dangerous. - Fulgurium Ammo, which does lower damage but higher stun than standard ammo, as well as some EMP damage. - Radioactive Material which can be crafted as a way to effectively convert steel into uranium. Puts off a very small amount of radiation which can actually be beneficial. Keep one in your pocket for passive healing with the talent "Playing With Geiger." - Radthrower, which is a lot like a flamer but if you turned the warcrime up to 11. Shoots radioactive aerosol and particles that create small radiation clouds on impact. Mechanic - Dementonite Ammo, for your ship, with dementonite depth charges, flak ammo, coilgun ammo and railgun shells. Finally a use for dementonite: these rounds spawn small "dementonite parasites" which are slightly stronger swarm feeders that make effective distractions, and can do some damage in large numbers. Spawns are capped at 40 for performance, and they despawn after a few seconds. - Dementonite Welding Tool, which is twice as strong as a regular welding tool, with the added cost of needing dementonite to function and burning through its tank of dementonite a bit faster than a standard welding tool and tank. Faster repairs but faster consumption and higher cost. - Scrap Machine Pistols and Scrap Cannon buff in the form of increased damage with a mechanic talent, as well as increased baselines penetration on projectiles, with iron giving the lowest and steel giving the highest. In the hands of a mechanic, these weapons should be mostly viable now with their respective talents. Medic - Leech, a new (mostly) non-lethal weapon that paralyzes targets and drains their blood. With the Bloody Business talent, draining blood will give you blood packs or alien blood as well. Once the leech barb is detached from a target, their bleeding should stop. The weapon will also not kill targets intentionally, detaching itself when a targets health gets too low. Perfect for subduing targets non-lethally. - Medpack, a backpack with 9 slots that only holds medical items (including syringe guns) but has no movement speed penalty. - MEDS or "Medical Emergency Dive Suit" which is a dive suit with no movespeed penalties that has a built in oxygenite compressor that can refill oxygen tanks if you have to rescue anyone who ran out of O2, or if you need to rescue someone in a hurry you can dispel your rechargeable oxygen for a quick burst of swimming speed. Has very little protection. (Does not get a passive speed boost from oxygenite tanks, but does boost faster with oxygenite tanks in the refill slot) - Mutant Husked Crawler Egg, an egg that needs to be raised from a small crawler egg until it grows bigger and hatches into a hybrid husk, crawler, humanoid hybrid creature that produces calyx eggs and unidentified genetic materials when fed. Eats monster food (strange eggs and bodies), petfood1 (blood packs), dead bodies and saline. Their attacks do husk infection damage, and they are not more loyal to husks than they are to you. They will attack enemy husks if they pose a threat. They are quite resistant to damage, especially where their dive suit covers them. LIMIT ONE ALIVE AT A TIME Security - Incendiary Ammo which has slightly higher armor piercing and burn damage at the cost of gunshot and bleed damage. - Mk1 Security Gear which has slightly more defense than other clothes and helmets, but costs more to craft. - SGAR or Shotgun Assault Rifle, a burst rifle that also has an underbarrel mounted shotgun. Very versatile, with high armor piercing on the burst fire, and the option to do a quick burst of shotgun ammo when loaded with shells. Fires one extra shot per burst with the "Operator" talent. IF YOU WANT THE PARALLEL UNLOCK VERSION OF THE MOD CLICK HERE Please leave any feedback, questions or suggestions and let me know if you encounter any bugs or problems. Thumbnail art by my girlfriend, and some art assets done by my friend Myta. Thanks to pootis_man for the coffee idea and thanks to Sir_Kelt for bug testing and localization help.

6,267 downloads Details →
B-71 sub-fortress (Mk2 update) – Barotrauma Mod

B-71 sub-fortress (Mk2 update)

by 76561198005698726

An old war submarine of the coalition, heavily armed with fast firing AAA turrets (anti-alien-artillery). As it is an old design the turrets must be manually manned leaving the gunners dangerously exposed behind thin glazed canopies. In case of emergency the ship is split into 4 sections that can be isolated with blast doors. The power grid is split into 3 independent sub-circuits, the reactor can not fully power everything at once so choices have to be made. Displacement 19.536 flat-tons Max speed 21km/h Max dive speed 15km/h Armament: - Twin chainguns x3 - Twin railgun x1 - Coilgun x1 --------------------------------------------------------------- Mk2 upgrade changelog: - Front part of the ship redesigned to be closer to the originally intended shape. - Fast firing coilguns replaced by chainguns with regular RoF - Power grid entirely reworked. 3 independent circuits for mobility, gunnery and sustainment - Functional and AI compatible ammo hatch for the railgun. - Optimisation of many elements to be more performance friendly - Know issues: AI don't go around the blast doors when they are shut. Everything else works fine. --------------------------------------------------------------- DESIGN INTENTIONS: - A sub-aquatic WW2 bomber with powerful but vulnerable ball turrets protecting mainly the rear of the ship and a bombardier/nose turret under the cockpit. - Realism: ammunition do not magically teleport to the guns, they have to be close. Gunners have to be close to the gun too. - Aesthetics and Readability: Attention has been payed to lighting and colours while retaining as much vanilla elements as possible. You should rapidly understand the use of each button thanks to lights sounds and labels. - Challenge: A submarine fun to play with big strengths and weaknesses rather than an average experience. - Cooperation: I moved away from an all mighty command post that controls everything. The command post itself is split between the captain who handles external threats while the security officer is in charge of internal surveillance. It is more efficient to have gunners and loader as separate roles too. - Roleplay: Explosives and lethal ammunition are locked to prevent "accidents". Extra IDs are available in the captain's safe for friendly play. - Interesting engineer role: repairing automatically decaying junction boxes is not fun in my opinion. In this ship the engineer has the possibility to optimize the power grid and fuel consumption and can rapidly access the rear turret. Also guns consume a non neglectable quantity of electricity compared to vanilla subs. Features : - Turrets have a safety that can be overridden. Prevents you from making holes in your own sub. Remove the safety for AIs - Special hatch for railgun ammunition: load them with explosive, drop them on the floor, open the hatch for fast delivery - Internal safety and surveillance station "big brother" with fire, flood, oxygen level and hull proximity alerts. Internal and external camera arrays (left click to switch camera). - Blastdoors controlled from the command post to isolate the 3 sections of the sub - 3 independant electrical circuits - Automatic recharge mode for batteries and supercapacitors. Avoid overloads in most situations. - Twin engine with stealth option to keep them under 25% and avoid making noise.

5,021 downloads Details →
EK Armory (RUS) – Barotrauma Mod

EK Armory (RUS)

by 76561198028343378

Мой личный перевод под последнюю версию версию мода EK Armory. Мои другие переводы: EK Utilities. Подписывайтесь, оценивайте. Буду рад! Чем он отличается от аналогичного мода со схожим названием? Тем, что мой перевод адаптирован под все последние предметы EK Armory. Тогда как тот перевод мода был заброшен по причине развала группы разработчиков перевода. Что требуется для работы данного перевода? Дабы исключить ошибки из консоли и всякие прочие оверрайды файлов - отключите оригинальный EK Armory. Этот мод - самостоятелен. Будет ли дальнейшая поддержка перевода? Да, обязательно. Когда поддержка прекратится - я лично уведомлю вас об этом в комментариях. Но я, конечно, постараюсь по возможности поддерживать его в любом состоянии :-) Комментарий от автора Ребят. Я очень сильно надеюсь на вашу поддержку. Некоторые моменты транслировались мною через Google, поэтому могут быть неточности и прочее, прочее, прочее (upd. 02.12.21 - большинство сгугленного перевода уже отлажено и отредактировано моей рукой). Пишите, пожалуйста, все недочёты, какие только нашли. Как будет возможность - сразу поправлю, а не переведённое - переведу. Всем спасибо и удачи в океанах! Пожертвования Если вы желаете - вы можете помочь мне (переводчику) копеечкой - даже одним рублём. Соберу может на дошик :). Карта - 2202 2016 5036 0510. Деньги не вымогаю. Строго на добровольной основе!

4,898 downloads Details →
Meal a Day – Barotrauma Mod

Meal a Day

by 76561198214594327

Meal A Day is a lite food/buff system inspired by Monster Hunter and similar which allows you to prebuff via eating before going into a mission. While visiting stations you can purchase meals at cafeterias in order to gain a different buffs for the duration of the next mission. However those meals are basic stuff, the real deal is when you bring your own harvested meats to the cooks, letting you get free basic meals but more importantly obtain bigger, better meals that provide stronger buffs or even a mix of different buffs in one go. Make sure to choose wisely though as you can only eat one meal per round, and harvested meat ingredients go stale overtime, no point hoarding them all up just for them to rot away. How do I get meals and eat them? Most stations will generate a module variant containing a Cafeteria, interacting with these opens up a menu similar to a vending machine, letting you browse and choose a meal. Basic meals can be purchased with money or be obtained for free if you bring your own harvested meat. More advanced meals require bringing harvested meat on top of a fee to cook it. Once you've got your meal, just hold right click to start munching or slurping, once fully consumed you will notice a affliction popup in the bottom right, the buff while not active straight away, will be active for the entire duration of the next round. You can also feed bots by putting a meal into their inventory, the first one being the one they eat. How do I harvest meat? A custom talent, this talent being obtained by reading a book named "A Fisherman's Guide", this book spawns within medical cabinets at the start of a campaign, but if you somehow misplace it, you can purchase a new copy at any Cafeteria for a small fee. Reading it is as simple as right clicking while holding it. The talent it will give is called "Meat Harvester", from now on, any creature corpse you grab will have a chunk of meat in it for the taking, that simple. Can I preserve meat? I decided against having meat last a long time intentionally, as I wanted to encourage using meats up rather than sitting on a collection until "the right moment" occurs. After being harvested, you have 4 whole rounds to use it up, if it looks gross, that means it is your last chance to use it. Is there a list of the meals/buffs I can read? Right Here Special Thanks Neko_Yukari for Simplified Chinese localization. EbLaNcHiKyC for Russian localization. Overrides - Overrides Cafeteria Bar, not many mods override this aside from Hungry Europans, while I question why you'd want to two different takes of food mods both together, if you do choose to run both mods, put this mod above as it needs more slots for ingredients than the hungry europan cafeteria. - While its not a direct override, this adds new variants of existing vanilla modules with much higher commonness to help ensure stations generate cafeterias, any new stations/station module mods might be incompatible only if they don't have their own cafeterias and are forced to be generated instead of random normal modules. In the case of not generating any modules with cafe however, a food stall will spawn in the airlock as a fail safe.

8,114 downloads Details →
Safe Metal Crate – Barotrauma Mod

Safe Metal Crate

by 76561198423060591

Safe Metal Crate:A vessel in which items may be stored, waterproof, fireproof Safe Heavy Crate:A heavy movable crate used to store ammoboxes, railgun shells, diving suits, and even alien artifacts. It will slow you down quit alot but will offer a great way to move large items. Safe Wall Hanging Metal Crate:A quick wall - mounted storage container, waterproof and fireproof.

7,794 downloads Details →
Improved Husks - Sya's Iteration – Barotrauma Mod

Improved Husks - Sya's Iteration

by 76561198812089982

Essentially, this is a mod that allows for more vanilla gameplay to shine though will also keeping the idea of Improved Husks alive, removed modded symbiosis in favor of vanilla symbiosis methods, fixed many of the AI attacking people with zealot or cultist robes, and more All credit for the original code goes to TheNinjaScout Link to the original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2085783214

5,710 downloads Details →
[AP] Centurio – Barotrauma Mod

[AP] Centurio

by 76561198031436001

Pirate submarine that has terrified frontier sectors in the past. After being captured by the PO Apollo, it was decided to partially modernize and put it back in operation. Interesting technical solutions allowed the submarine to attack transport ships with impunity using a drone with combat module, while remaining at a safe distance. Cargo module made it possible to quickly load the loot on board. Small profile and utility drone on board can make any limited crew a formitable force. Class: Scout (tier I) Dimensions: 29x9 Price: 7150 Recommended Crew: 3 - 7 Cargo space: 12 Recommended Crew Experience: Experienced ═════════════════════════════════════════════ Пиратская подлодка в прошлом наводящая ужас на пограничные сектора. Будучи захваченной ЧК "Аполлон" было принято решение о частичной модернизации и вводе в строй оной. Занятные технические решения позволяли подлодке безнаказанно атаковать торговые суда с помощью дрона с боевым модулем, самой оставаясь на безопасном удалении. Грузовой модуль позволял оперативно загружать награбленное на борт. Маленькие габариты и большой спектр возможностей позволят выполнять практический любой тип задач. Класс: Разведывательная (уровень 1) Габариты: 29x9 Цена: 7150 Рекомендуемый размер команды: 3 - 7 Грузоподъемность: 12 Рекомендуемый опыт команды: Опытные Logic master: https://steamcommunity.com/id/tor_del/ DRONE OPERATING MANUAL COMMAND ROOM: Light blue - shows status of drone/unit batteries. Purple - mule drone frontal camera access. Green - shows autodocking status for each dedicated port. Yellow - combat unit coilgun access. Orange - mule drone operation station. UNITS ACCESS ROOM: Each lever triggers autodocking mode for dedicated port (number below lever). You can monitor its status from command room. AUTODOCKING MECHANIC: When turned on, docks everything thats in access range of the applied port. Its turned on by default for port 2 and 3. When module is grabbed by mule drone, you should turn autodocking mode off to "give" unit to the mule. When returning module in place, turn autodocking on, and it will dock to the submarine automaticly. SPUTNIK6 (MULE DRONE): Green - battery (manual turn on/off lever) Orange - frontal camera, can be accessed from command room. Blue - grabber port to carry units. CARGO UNIT: Orange - isolated electricity room, door should be closed when being muled by drone. Oxygen refill station. Blue - spot where should be grabbed by mule drone. Purple - door access hatch (works only when undocked from the submarine) Cargo room automaticly fills with water when released from mule drone. COMBAT UNIT: Blue - spot where should be grabbed by mule drone. Green - battery (manual turn on/off lever). Orange - ballast ( it fills up with water when dropped from mule drone and dries when being grabbed) Yellow - coilgun, (is accessed from command room).

5,026 downloads Details →
Humans+ – Barotrauma Mod

Humans+

by 76561198077994212

This mod aims to overhaul the Human character files with various common improvements that most people wish for. This mod adds hunger and thirst mechanics, heatshots, and improved crouching. In addition to the hunger and food mechanics this mod adds a fridge and cupboard containers as well as a kitchen to fabricate food with. Note: this mod adds no food on its own, as it is intended to provide the underlying systems for other food mods. All vanilla submarines have been modified to implement the new foood and drink items. This basically exists as a base mod for other mods to build off of that wish to add things like food and drink mechanics without creating conflicts by overwriting the Human.xml file. Feature information: - Lower Crouch: Changes to the crouching animation to be much lower, so that subs can be built with standardized ducting for crouching players. - Headshots: Changes to the damage scaling on humans allow you to apply lethal damage to the head of players with most firearms. - Hunger: Increases slowly over time, and can be reduced by foods added by other mods that use this mod as a baseline. Hunger will slow you down around 50% severity, and after that will decrease vitality until the character starves to death. - Thirst: Increases slightly faster than hunger, and can cause vitality loss or death slightly faster as well. Very similar side effects to hunger such as slowing down and a blurry screen at later stages. - Kitchen: A new fabricator type for making food. With this mod alone it doesn't have anything to craft, but is intended to be the base fabricator for other food mods. - Food Containers: New storage containers with a proper food tag. These allow food mods around the workshop to have dedicated containers if they decide to use this mod as a baseline. - Rations: A basic food item that will spawn in supply cabinets. It will also spawn in the refrigerator or cupboards if the sub you are using incorporates them. - Canteen: A basic drink item that spawns in the same places as Rations. It is refilled whenever it becomes submerged in water, so it should be easily refilled in something like a ballast whenever you're thirsty.

3,739 downloads Details →
Multiplayer crew manager REVIVED Beta – Barotrauma Mod

Multiplayer crew manager REVIVED Beta

by 76561198090902597

This version of mod not tested enough, so bugs expected. VERY IMPORTANT: If you use new lua install method your lua could be broken. Check it by console command "reloadlua". If you have red errors in console, your lua is broken. Try reinstall game and install lua by classic install method. !!!!! Always keep your campaign files backed up! New character save format not working without this mod! To run this mod, as every other LuaCs mod, you must select LuaForBarotrauma server executable in 'Host Server' menu. Campaign most probably cannot be converted back, without manual editing (xml file), or in-game shenanigans Every bot, new hire and player is saved into _CharacterData.xml !!!!! Please, report bugs. INSTALLATION: To use mod Install "Lua For Barotrauma" and turn on "Enable CSharp Scripting" in Main Menu (Open LuaCs Settings): https://steamcommunity.com/workshop/filedetails/?id=2559634234 Run your server by "Lua for Barotrauma - DedicatedServer" server executed file in server settings IMPORTANT RECOMENDATIONS AND INFO: All loot in Permadeath mode teleports to player submarine. Set secure mode to true; Dont use mcm spawn command to respawn existing or dead character; Prevent characters with same name in your team (it causes bugs); If you want to spectate use "mcm release" command. COMMANDS: -------------------------------------------- usage: mcm = optional parameter <arg> = mandatory parameter -------------------------------------------- mcm - show help for mcm functions mcm list - list all controllable characters mcm control <ID> - gain control of specific character mcm release - release current controlled character mcm config - Display current settings ---------Admins & Moderators only--------- mcm spawn <ID> - spawn client character mcm delete <ID> - delete character (with inventory) mcm autospawn <true/false> - automatic spawning for new clients mcm release <ID> - release controlled character back to AI mcm respawnmode <0/1/2> - turn respawn mode to (0 - MidRound, 1 - BetweenRounds, 2 - Permadeath. Effective at next round. mcm respawn penalty <number> - set respawning penalty percentage. Disabled if <=0 mcm respawn interval <number> - time to wait before respawning mcm useshuttle <true/false> - set whether to use a shuttle. Effective at next round. mcm shuttle <shuttleName> - use the given shuttle for respawn. Effective at next round. mcm shuttle maxtransporttime <number> - respawn shuttle time to catch up with the main sub. Effective at next round. mcm shuttles - list of available shuttles mcm reserve - show characters stocked in reserve mcm reserve put <ID> - put character in reserve mcm reserve get <ID> - get character from reserve mcm logging <0-4> sets logging level (0 - None, 1 - Error, 2 - Warn, 3 - Info, 4 - Trace) mcm secure <true/false> - allow only admins/moderators to gain control KNOWN BUGS: https://steamcommunity.com/workshop/filedetails/discussion/3584105566/614304582405026668/ Features For the mod to work, the server must use the Lua executable file All game clients, without exception, must be patched with client-side Lua files The mod accepts commands from the chat (not from the F3 console). Mod commands start with the word 'mcm' Mod works ONLY in multiplayer campaign In order for players to appear in the game in the middle of a round, the administrator must enable autospawn of players: mcm client autospawn true, or spawn them manually: mcm spawn <id>. To get the player's id, type: mcm list If secure mode is enabled, only administrators can freely switch between characters Crew reserve feature allow you to load/unload characters at any time during the campaign. Check the details on the update notes. To keep in mind NOT CONFIRNED: Be careful with new respawning mechanic, when doing a level transition. Dead bots don't respawn. Character killed count as bots if you play another character whilst your main is dead! To avoid that, look for other mods. Respawn interval and maxtransporttime refers to timeout on first person dead and time to arrive to main sub on respawn shuttle. Original OUTDATED Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2775613786

9,675 downloads Details →
New Harvest [Outdated] – Barotrauma Mod

New Harvest [Outdated]

by 76561198049684423

PROJECT NEW HARVEST Second public release of Project New Harvest, a mod that aims to bring classic Halo Firearms, Equipment and Enemies into Barotrauma. Each weapon, uniform, and character has unique sounds, traits and models. Check out the talented work from washedAwry's new Floodforms that will be relased with the main mod once it's out: https://steamcommunity.com/sharedfiles/filedetails/?id=2610643339 New Harvest 1.5 Update Includes: ////// ITEMS ////// ➤ MA5B Assault-Rifle ➤ MA5C Assault-Rifle ➤ MA5K Assault-Rifle ➤ MA37 Assault-Rifle ➤ 99C-S2 Sniper Rifle ➤ M90 Shotgun ➤ M6D Magnum ➤ M6C and M6Cs Magnums ➤ SPNKr Rocket Launcher ➤ M7057 Flamethrower ➤ BR-55 Battle Rifle ➤ Marine Armor and Helmet ➤ Captain Uniform ➤ Engineer Uniform ➤ Mechanic Uniform ➤ Crew Uniform ➤ Pilot Uniform ➤ ODST Uniform / Armor ➤ Spartan Armor (Requires Spartan Job) (W.I.P) ➤ Covenant Weapons! ➤ Plasma Pistol ➤ Plasma Rifle ➤ Needler (W.I.P.) ➤ Beam Rifle (W.I.P.) ➤ Carbine (W.I.P) ➤ Fuel Rod Gun ➤ Plasma Grenade (Heavy W.I.P.) ➤ Sentinel Beam (Heavy W.I.P.) ➤ Lore-Friendly Tools (Crowbar, Plasma Cutter and Welder Reskins) ➤ Generator for portable on-the-go power! (Heavy W.I.P.) ➤ M41 Vulcan Anti-Air Machine-gun Turret (Heavy W.I.P.) ➤ Biofoam (Internal Injury Quick Heal) ////// JOBS ////// ➤ Captain ➤ Engineer ➤ Mechanic ➤ Physician ➤ Orbital Drop Shock Trooper (Diving / Combat Role) ➤ Security ➤ Crewman ➤ Spartan (Diving / Heavy Combat Role / Heavy W.I.P.) ////// CHARACTERS /////// ➤ Flood Infection Form ➤ Flood Human Combat Form ➤ Flood Carrier Form ➤ Jackal w/ Shield (W.I.P.) ➤ Grunt (Heavy W.I.P.) NOTE: W.I.P. and HEAVY W.I.P. Features I do not recommend using as they are buggy or downright unplayable! ////// CURRENTLY IN DEVELOPMENT ////// ➤ Vehicles (Pelican / ODST Drop-Pod / Lifepod) ➤ Turrets and Ship Weaponry (M41 Vulcan / Missile Pods / Nuclear Guided Missiles / MAC Cannons) ➤ Covenant Ships and Weaponry (Scarab guns / Covenant AA-Batteries / Wraith Mortars / Glassing ) ➤ Enemy Ships and Boardable Spacecraft (Covenant Cruisers, Flood-Infested Ships, Banshees, Phantoms, Spirits) ➤ Enemies (Flood Pureforms, More Flood Combat Forms, Jackals, Elites, Hunters, Grunts, Prophet Shipmasters?) ➤ Human Enemies (Insurgents?) ➤ Wrecks (Flood Graveminds Thalmor Replacement) ➤ Bomb Missions (Nuclear Weapon Delivery think Delivery Hope Trailer, Bomb removal think Halo 2 Cairo Station) ➤ Forerunner Ruins (Sentinels Included) ➤ Delivery Missions (Generic) ➤ Expansion on Flood Infection (Decomposition system for infected individuals ➤ Outposts (U.N.S.C. / Independent Rebels / Covenant? / Jackal Traders) I hope this mod will inspire others to make their own mods inspired by Halo or other things, my mod, like any other, is fully-open and free for others to download and use as a template for their own mods, just give me credit.

3,695 downloads Details →
[AP] Sakala – Barotrauma Mod

[AP] Sakala

by 76561198031436001

Pilot project of "Sufet" research complex designed to study hostile deepwater sectors. Main vessel of "Sakala" type has a reactor and production line, support vessel of "Sigon" type is maneuverable and has a laboratory on board. The success of the operation depends on the close interaction of two teams. Role: Scout (tier 3) Dimensions: 32x18 Price: 26500 Recommended Crew: 6 - 10 Cargo space: 20 Recommended Crew Experience: Experienced ═════════════════════════════════════════════ Пилотный проект исследовательского комплекса "Суфет" разработанный для изучения опасных секторов. Основное судно типа "Сакала" имеет реактор и линию производства, вспомогательное судно "Сигон" более манёвренное и имеет на борту лабораторию. Успех операции зависит от тесного взаимодействия двух команд. Класс: Разведывательная (уровень 3) Габариты: 32x18 Цена: 26500 Рекомендуемый размер команды: 6 - 10 Грузоподъемность: 20 Рекомендуемый опыт команды: Опытные ═════════════════════════════════════════════ Original intercom idea: https://steamcommunity.com/sharedfiles/filedetails/?id=2659054369&searchtext=vodyanoy

5,105 downloads Details →
EK Turret Vanilla Rework – Barotrauma Mod

EK Turret Vanilla Rework

by 76561197970725190

Original mod, sprites and sound design by EK_Videogames series of legacy mods. English/Chinese Language, Simplified Chinese translation by Lucifinel THIS IS INCOMPATIBLE WITH EK 1.x.x.x or other EK mods! Immersive Ammo Patch: https://steamcommunity.com/sharedfiles/filedetails/?id=3096526115 A reworked selection of turrets from EK Gunnery including the coilgun laser ammo conversion box from EK Armory. Updated and semi-balanced towards vanilla gameplay. After a brief beta phase this should be mostly bug free and the weapons should have a good weighty feel without being overpowered compared to vanilla turrets. The ballistic turrets have been remade using the new ammo crafting multiple material types to represent electro-chemical guns and supercavitating mini torpedo projectiles. They have a more standardized ammo per box than coilgun ammo but are more expensive and time consuming to keep fed. Autocannon and Light Gun ammo can only be carried one at a time but the larger crate like boxes can be safely stowed on shelves or makeshift shelves. The tradeoff to having more material costs and cumbersome loading is that the guns have much quicker time to kill and deal multiple damage types including bleeding which is minor on vanilla ship weapons, with emphasis on getting good shot placement. The vortex cannon now takes fuel in the form of electrolytic capacitors to compress a plasma bubble which causes a vortex that ruptures soft bodied creatures in its path. The experimental laser capacitor uses a demontonite core to accelerate tiny shards of dementonite which due to a not well understood quantum tunneling effect produce a burst of particles moving at a significant portion of N similar to low power laser blast, the small amount of metal used allows it to fire roughly 500 times compared to the 200 of the usual coilgun box, as a hitscan weapon but with only slightly higher damage than standard coilgun shot. They also feature EK's depleting ammo box sprites to show the ammo actually being fired from the magazines. Submarine Weapons • Autocannon: 50 shell box, The classic returns, a long range electro-chemical gun that slowly fires large projectiles with standard ammo piercing two targets. Rounds have extreme range and can be arced unto wrecks or other trick shots, or hit your own submarine. Has very heavy structure damage and Moloch's hate it. Loads standard piercing solid shot, Base Fused Explosive, Triple Armor Piercing and Physicorium shatter rounds. Cumbersome ammo boxes can only be carried one at a time. • Heavy Autocannon: 50 shell box same as Autocannon, Larger with a faster fire rate, longer double barrel isn't as good standoff close to the hull and slightly worse accuracy due to offset. • Light Cannon: 120 metallic cased rounds in an oversize magazine. A ship gun which is between a heavy machinegun and an autocannon. firing a fast moving projectile at a decent fire rate. Standard Solid Shells, Piercing and Physicorum, very long range, Heavy structure damage. Cumbersome ammo boxes can be carried only one at a time. • Heavy Rotary Cannon: 120 metallic cased rounds interchangeable with the Light Cannon, An upgraded chaingun firing light autocannon rounds at an increased rate. Long barrel can cause close in targeting issues but fires at roughly two and half times faster than the Semi-automatic Gun. • Small SSL turret: 90 count (52 Explosive) in a double ready rack, electrically fires 20mm super cavitating darts 4 rounds a second, hits harder, faster and longer range than a coilgun but less accurate and with less than half the ammo per box. Uses aluminum to make the gas propulsion systems of the darts. Standard, Piercing and Thermobaric ammo, lightweight ammo boxes can be carried 2 at a time like coilgun ammo. • Heavy SSL: Two 90 count SSL boxes in a special double loader. Larger SSL with more efficient per shot quad launch rails, slightly more accurate but higher offset dispersion and 5 rounds per second fire rate. With the usual longer big turret view range. • Large SSL: 12 single shot tubes individually loaded. A small hardpoint turret that fires 100mm SSL rockets. Rockets are fabricated 2 at a time and can be put in cabinets or metal crates. experimental multipurpose ammo types. Dual Purpose High Explosive, Armor Piercing Delayed fuse and Proximity Fuse Dense Flak • Vortex Cannon, 30 round refillable electrolyte capacitor cell, A massive heavy slot plasma bubble generator that causes an unstable collapsing shockwave that rips soft targets apart and causes massive internal injuries, useless against structures and submarines, able to pulp hordes of crawlers or other small creatures like divers. vortex batteries can be carried 2 at a time and the individual cells can be swapped between ammo boxes. • Mining Laser, a small turret using heavy heat sinked batteries that is highly accurate and fairly fast firing, does a little more damage than a standard coil gun but with higher armor penetration, detaches minerals like a plasma cutter and great at cutting icebergs. Only one type of ammo a long lasting industrial powercell which cannot be reloaded or combined with other powercells, as an industrial tool and adhoc weapon ammo for these is sold everywhere • Hybrid Launcher, a large turret using a mix of gauss coil, oxygen torpedo and autocannon technologies, firing slow very large projectiles like a magazines fed railgun. 20 round auto-eject clips of, Inert kinetic, Breacher AP/Frag, Composite Piercing and a special capacitor round charged by the gauss coil that imparts electrical shocks/burns. Alternate guns • Aftermarket Coilgun, a older model coilgun that has has its coil overcharged by station technicians. It uses 20% more power and fires 25% slower at 3 rounds per second. However it has an increase in velocity and damage of roughly 13% allowing it to hit targets harder at longer range. • Volley Gun, a chaingun ammo weapon with 5 conventionally loaded barrels that fire together in a 5 round burst like a shotgun, cheaper than the electrically driven chaingun but fire 5 shots for every 8 the chaingun fires. Does not have to spin up and has slightly higher velocity due to the locked pressure chambers. Special ammo • Coil Gun Laser Conversion unit, Conversion unit rated for roughly 500 discharges. A heavy and experimental module that changes a standard coil or double gun into a low powered laser array converting a solid dementontite core directly into searing directed energy beams, once burnt out it can be refurbished with new parts or deconstructed to recover some materials. • Flak Impact fused, a lightweight shell that is between a spreader and concentrated flak shell though not as effective as either with the proximity fuse replaced with a simple impact fuse, slightly higher velocity. • Railgun Half Shells, The classic EK half shell updated to modern BT values, Same cost as normal shells but it can be fired twice for slightly less than half the punch of a standard shell, effectively doubling your loader to 12 shots! However they cost just as much capacitor to fire and cannot be loaded with explosives. Physicorum half shells return along with the original piercing half shell redone as two flak half shells that has a significant initial impact and bursting charge with a large amount of shrapnel similar to multiple flak cannon rounds. Rare Ammo Found in old wrecks and never offered for sale are expensive boxes of no longer produced submarine ammo. Each acts as a finite resource for tough encounters or a moderately expensive treasure to sell at the nearest station. These include. • Triple penetrating Coilgun HEFC • Piezo Electric Shock Flak shells • SSL Acid Dissolver Rockets • Delayed fuse Light Gun HEFC • Micro Explosive Chaingun HEAP

7,915 downloads Details →
More Submarines for Europa – Barotrauma Mod

More Submarines for Europa

by 76561198089364953

// ENGLISH //////// THIS MOD IS NOW LEGACY Hey, everyone! From now on, this mod will no longer receive updates as I have merged all my previous projects into a single, massive collection. Thank you so much for your incredible support throughout all these years. You can find the link to the new consolidated mod below. May the abyss of Europa never pull you down! More Content for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=3696204435 The arrival of the Mongolian company brought new submarines to the colonies of Europe. With 30 new submarines in the catalogs, there will be a better chance of survival in these hostile seas. Likewise Mongolian Corp will continue working to bring more submarines to the market. // ESPAÑOL ///////// ESTE MOD AHORA ES LEGACY ¡Amigos! A partir de ahora este mod dejará de recibir actualizaciones porque he fusionado todos mis proyectos en uno solo. Igualmente, muchas gracias por su apoyo incondicional en todos estos años. Dejaré el link del nuevo mod aquí abajo. ¡Que los mares de Europa no los derriben! More Content for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=3696204435 La llegada de la empresa Mongolian trajo nuevos submarinos a las colonias de Europa. Con 30 submarinos nuevos en los catalogos , habra mas posibilidad de supervivencia en estos hostiles mares. Igualmente Mongolian Corp seguira trabajando para traer mas submarinos al mercado. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// It is compatible with other mods such as Dynamic Europa. It is compatible with other mods such as Dynamic Europa and works. Es compatible con otros mods como Dynamic Europa. Es compatible con otros mods como Dynamic Europa y funciona. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Orden de los Mods / Mods Order : -More Outpost For Europe -More Pirate Vessels for Europa -More Wreck for Europa -More Beacons for Europa -More Submarines for Europa /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// LEGACY If you want More Beacons for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2936649429 If you want More Wreck for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2936642208 If you want More Pirate Vessels for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2942521888 If you want More Outpost for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2948537269

7,054 downloads Details →
[BS-S]Tacit Ronin 沉默浪人 – Barotrauma Mod

[BS-S]Tacit Ronin 沉默浪人

by 76561199084000698

背景故事 “当第一次袭击来袭,我们整整花了三天三夜,损毁了无数的潜艇,才将它拦截下,结束后,我们哀悼遇难者,之后,生活回归平静,六个月后,第二次袭击横扫了五号军事坞站,随后是第三次袭击三号居民点,随后是第四只,之后我们明白,这一切不会停止,反而是刚刚开始,我们需要新的武器,全联盟开始联手集中资源,为了共同利益努力,为了击败深渊,我们打造了自己的怪兽,猎人计划,就此诞生,起初也有挫折,各方舆论压力,资源无法供应,但是我们做到了,我们开始取胜,猎人战舰在各地打败异兽,驾驶员成为了大明星,危机变成了宣传手段,而异兽成为了玩具,我们愈发轻车熟路,一直获胜,然后......一切都变了” 沉默浪人由破碎穹顶基地响应木卫二联盟号召紧急研发而成,目的是对抗来自深渊的异兽,牺牲了防护性能,换取了火力与速度 出厂时期:2025.12月.6日 状态:于2030年被毁,后拖回军事坞站,维修后退役,并被贩卖 基础参数 中文名:沉默浪人 英文名:Tacit Ronin MK 1型潜艇 能源供应:核动力 操作系统:"Stellis"处理器 定位:单人/多人 价格:2600 规格:31*9m 载货量:60箱 推荐船员数量:3-6 推荐船员经验:初窥门径 最大水平速度:67KM/H 最大下潜速度:21KM/H 最大上浮速度:18KM/H 武器:4+2标准型 工业组件:解构 制造 医药 研究 其他: 矿物声纳 自动反应堆 反丘脑泵 能量汲取装置 速度:8 火力:7 护甲:3 尾声 类似这种环太平洋的船我会做一个系列吧,探戈狼已经造好了,尤里卡,阿尔法和暴风打算鸽一鸽,给自己放个假,并发布一些个人感觉很好用的小船,不过这些还得感谢蓝海船舶重工各位和94姐的支持233,如果游玩发现船只有问题,请检查是否为游戏bug,确认是船只问题后,我会尽快更新,感谢你们的支持! “未知???” “嘿,你这家伙,吵小子是我们的试验机,怎么能送给他们,它明明已经退役了!”“好啦~反正我们也用不着它了,让它到别处继续发光发热吧”“你这家伙,回到穹顶基地,将军一定会关你禁闭!""欸?别啊"

6,341 downloads Details →
[V+]可升级的声纳(Upgradeble Sonar) – Barotrauma Mod

[V+]可升级的声纳(Upgradeble Sonar)

by 76561198366571368

一个十分轻量的模组,只提供了一个功能:升级你的声呐视野。 A Lightly Mode, just one function: Upgrade your sonar range. 每一级+20%最大视野,最高5级(攻击型和侦查型可升至6级) Per level increase +20% Max range, Max level is 5 (scout and attack submarine can upgrade to lv6)

9,083 downloads Details →

NT Symbiote - Improved Husks Creature Compatibility Patch

by 76561198413176703

fixed the husked creatures from improved husks not working with nt symbiote (WARNING! does NOT change how husk infection or calyxanide works, ONLY makes it so creatures from improved husks can spawn when using nt symbiote) huge thanks to Marc for doing 100% of the brainwork Load order: NT Symbiote - Improved Husks Creature Compatibility Patch NT Symbiote Improved Husks probably broken, never updating this

5,906 downloads Details →
[AP] Belfast – Barotrauma Mod

[AP] Belfast

by 76561198031436001

First submarine of PO Apollo that was designed and built on their own shipyards without help of specialists from other stations. As expected, bolstered high amount of guns, one of the older versions of reactor with increased fuel consumption rate, and rather spacesious cargo hold section. In some terms was a predecessor of Sever class submarines. Project was called "Belfast". Equipped with compact multipurpose "Meteor" class shuttle. Role: Attack (tier 2) Dimensions: 43x13 Price: 14250 Recommended Crew: 5 - 9 Cargo space: 16 Recommended Crew Experience: Intermediate ═════════════════════════════════════════════ Первая подводная лодка ЧК "Аполлон" спроектированная и построенная на собственных верфях без привлечения специалистов с других станций. Как и ожидалось,обладает большим количеством орудий во всех секторах, одной из старых модификаций реактора с повышенным расходом топлива, довольно объемным грузовым отсеком для своих габаритов. Проект в серию не пошел, но полученный опыт проектирования помог конструкторам позже создать вполне успешную подлодку класса "Север". Оснащен компактным многоцелевым челноком класса "Метеор". Класс: Боевая (уровень 2) Габариты: 43x13 Цена: 14250 Рекомендуемый размер команды: 5 - 9 Грузоподъемность: 16 Рекомендуемый опыт команды: Бывалые

5,001 downloads Details →
Highly Advanced Gene Splicer – Barotrauma Mod

Highly Advanced Gene Splicer

by 76561198799270274

"Are you sure this will work? | I have no idea!" - Hoovy and Meem. This adds a whole new gene splicer that can hold 3 genes at once! This is not sold at research outposts, but it sells for a lot! Don't worry, it's completely safe. Features: Has 3 slots. Is purple. Crafting: Medical Skill of 75 is required for it not to take 20 minutes or so. 1 Advanced Gene Splicer - This requires a medic with the "Advanced Splicing" talent! 1 Paralyxis 5 FPGA Circuits 3 Silicon 2 Physicorium Deconstruction: 1 Paralyxis 2 FPGA Circuits 1 Physicorium 2 Rubber 3 Silicon Credits: Deltλ - Coded and made the thumbnail. Onyx - Gave a few tips. Improved | Upgraded | Advanced | Genes | Gene | Splicer | Gene-Splicer

7,099 downloads Details →
A Way Out (WIP) – Barotrauma Mod

A Way Out (WIP)

by 76561198001664577

This mod is a WIP We are still working out this mod and testing it. It's cold. It's dark. Someone is sabotaging your sub, and you start to notice a feeling inside. "Your muscles are aching". You start losing balance, the medic has said you have husk. There is no cure on board, but you don't wanna put your crew in danger. This mod can help! Any standard issue revolver can be used to "cure" husk, if dragged to your health screen... But be warned, it will come at the cost of your life. It's a heavy decision and it shouldn't be made lightly. More details This mod overrides the Revolver from the base game so it may be incompatible with any mods that also override the base pistol. It allows the pistol to be used in the health screen to instantly down your character, and move quickly to deceased. While doing this is actually reduce husk infection to 0, effectively negating coming back as a husk. It can also be used simply as "a way out" to end the round faster if you are the last member left and all hope is lost. Whats inprogress Revolver can be used in the health screen Revolver can kill the player and trigger an affliction for cause of death On death husk infection is lowered by an insane amount Remove bullet used to negate life. On death husk infection is actually negated and you wont come back. Looking for some fun? We have a fairly active gaming community (focused on mainly barotrauma) on discord, join here: discord.gg/7unUYFu

4,628 downloads Details →
S-611 Greyhound – Barotrauma Mod

S-611 Greyhound

by 76561198414191539

S-611 Greyhound History The S-611 Greyhound is a transport class submarine crafted by WICK CORPORATION. Considered as one of the most iconic submarine class of the Corporation, the Greyhounds highlight the influence and integrity of WICK CORPORATION down in depths of Europa. While not adorned with cutting-edge technology, the Greyhound embodies reliability and adaptability. The Greyhounds usually move in groups of three to five in order to ensure the success of resupply runs in Europa's challenging aquatic terrain. This Greyhound, designated 2665-0611, has been selected to complete a critical mission for WICK CORPORATION : Operation Reclaimer. Briefing COMMAND : « Attention crew members, we have lost all contact with one of our Legionnaires and your new task is to retrieve its valuable cargo. Although we don’t have its exact location, we know that it headed straight to the center of Europa. WCS Officers will be directed to your station in a few hours, additional weaponry will be provided to ensure the success of Operation Reclaimer. The submarine will be marked accordingly. WICK CORPORATION wishes you the best of luck. » Characteristics -Class : Transport -Price : 8000 -Tier : III -Recommended crew size : 5-10 -Dimensions : 58x20m -Cargo : 72 slots -Speed : 22 knots -Diving speed : 15 knots -Ascending speed : 18 knots -Vanilla version -4 small hardpoints -3 automated turrets hardpoints -1 large hardpoint -1 electric coil -2 depth charge launcher -2 optic guided nuclear torpedos -Fabricator -Medical fabricator -Deconstructor -Observation post Main Features -STINGER Automatic Turrets System (can be turned ON/OFF) -Stealth mode -6 Safety doors -Self-destruction procedure (activated via the terminal in the armory) -The cargo hold can be flooded to dive faster -Nuclear torpedoes have an assault fuse that can be activated -Torpedoes can be easily rearmed -Ballast drain lever -M-2 Monorail -Escape Pod E-2 -4 windows with armored curtains (close automatically when water is detected) -Submarine can be locked from inside -Drains power from stations -Multiple safety systems regarding the submarine weaponry -Bumper -Holographic depth display -Days counter -Crew quarters -Toilets -Armory -Horn -Highly detailed submarine And more… (Learn the fate of one of the Corporation’s Legionnaire...) WICK CORPORATION : « Risks Worth Taking » PLEASE READ Use the « Follow me » order to move bots from one side of the submarine to the other with the monorail. If you like this sub, you can also check this out : https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3296695037

7,827 downloads Details →
【Arknights】Kal'tsit Job[CN][EN] – Barotrauma Mod

【Arknights】Kal'tsit Job[CN][EN]

by 76561198874501303

含有凯尔希职业的模组,包括凯尔希服装、凯尔希发型、凯尔希专属武器、凯尔希秘药以及——Mon3tr! 凯尔希职业拥有以医生为基底的天赋树,添加了各色特色天赋,让玩家感受到知识的渊博 凯尔希专属武器——AMa-10,一杆可以装载8针药剂的注射器枪,还可以装填特色药剂,并且还能够通过它召唤并指挥Mon3tr 拥有自主意识的源石造物——Mon3tr,会竭尽全力保护主人的安全,并协助击杀木卫二上图谋不轨的各色怪物 模组仍在测试阶段,兼容性尚不可知,欢迎反馈意见(建议搭配木卫二萌化计划) A mod including job named "Kal'tsit". In this mod you can have her clothes, her hair style, her owned weapon, her powerful medics and the strong, undefeatable Mon3tr. Her talent tree is based on Medical Doctor, a few featured talent are added. A owned weapon "AMa-10" is avaliable in this mod, which could contain at most 8 injects and could even summon and control Mon3tr! A powerful creature: Mon3tr will help you killing monsters in Europa and protect you as possible as it can. Attention:This mod is still in beta test, compatibility with other mods is unknown. However we still recommend to use 木卫二萌化计划 with this mod. Search "【Arknights】Kal'tsit Job Lite" for a balanced version.

8,735 downloads Details →
Bionic Fish(仿生鱼) N-EX – Barotrauma Mod

Bionic Fish(仿生鱼) N-EX

by 76561199179017687

我做的这么辛苦了,大家记得点个赞啊(哭 Please give it a thumbs up,thank you! 一艘现代化战舰?优化不够,船小来凑!这种秘密船只,往往伴随着复杂的系统。外星人见了都说好! A modern warship? Optimization is not enough, the ship must be small! Such clandestine ships are often accompanied by complex systems. Even the aliens said yes! 故事背景:在经历“探渊者”计划后,奇迹之海内部出现不同声音。奇迹之海内部研讨会:"我说了!我们一致认为的结果不会改变!抵御外星生物进行特殊任务的船只,只需要加强其防御和攻击能力就足够了!”“可是那个故事,那个故事的内容就是要告诉我们不断加快船只速度。”“没什么好说的了!你给我停下你的项目!” 多年后,当深渊怪物都怒吼着自东向西飞快逃窜的时候,人们意识到来不及了!无尽的寒流吞噬着一切。跑不过寒流的生物全化为了尘埃,那时人们惊奇的发现,有一艘速度超过锤头鲨的船,乘着寒流,向西方急速前进!这就是当年独立出奇迹之海的产物——仿生鱼! “我当年退出奇迹之海之后,受人邀请,加入了次生演替。"飞翔的银色翅膀是次生的象征,可惜的是,战舰次生银翼已被寒流摧毁。 Background: After the experience of the Deep Explorer project, there are different voices inside the Sea of Wonders.Sea of Wonders internal seminar: "I said it! The result we agreed on will not change! To defend against alien ships on special missions, we only need to strengthen our defense and attack capabilities!" "But that story, that story is all about increasing the speed of the ship." 'There's nothing more to say! You stop your project!" Years later, when the monsters of the Abyss were fleeing from east to west with a roar, they realized it was too late! The endless cold is eating everything. All creatures that could not escape the cold spell turned to dust. At that time, people were surprised to discover that there was a boat faster than the hammerhead shark, riding the cold current, speeding toward the west! This is when the independent sea of wonders of the product - bionic fish! "After I quit the Sea of Wonders, I was invited to join the N-EX." The flying silver wing is a symbol of secondary life. Unfortunately, the warship Silverwing N-EX have been destroyed by the cold current. 全舰大小 20*4 货运数据 0 载人数 1-4 全舰速度 上浮/下沉18 水平(主引擎)33km/h (迁跃引擎)103km/h 全舰火力 三门电磁炮(全部为自动炮)/一门轨道炮/三发V系弹道导弹/自动线圈 The ship is 20*4 in size Freight data 0 Number 1-4 Overall ship speed up/down 18 level (main engine) 33km/h (jump engine) 103km/h Full fire: three electromagnetic guns (all automatic)/one rail gun/three V series ballistic missiles/automatic electromagnetic coil 开船必读!!! 所有操作在船长室可全部完成。需要注意的是,迁跃引擎速度可达到103,在开启迁跃引擎模式下,存在自动刹车功能,请放心使用。在全船自动炮开启模式下,请勿让ai操作炮台,可能会占用你的船长潜望镜,手动模式下可以命令ai操炮。火控镜可切换视角。其次,很重要的一点!V系弹道导弹发射完不可回收,需在站点花费1000左右购买,购买后,需要出舱手动装填导弹炸药,武器柜下面有导弹炸药柜!无人机操作是老朋友了,无需再说。 Sailing must read!! All operations can be completed in the master's cabin. It should be noted that the jump engine speed can reach 103. When the jump engine mode is on, there is automatic brake function, please feel free to use it.In automatic gun mode, do not allow the AI to operate the periscope, as it may occupy your captain's periscope. In manual mode, you can command the AI to operate the gun.Fire control mirror can switch perspective. Second, very important! V series ballistic missile can not be recovered after launch, need to spend about 1000 to buy in the site, after purchase, need to go out of the cabin manually loaded missile explosives, weapons cabinet below the missile explosives cabinet! Drone operations are old friends, no need to say more. 最后写下鸣谢和参考: 全船内饰外饰参考:“宿怨”战意级攻击舰,日暮山舰,火烈鸟舰。无人机改自“火花” 感谢朝闻道和狐狸小哥哥的技术帮助,感谢大妈的“蟑螂”!(蟑螂那个就不翻了) Finally write acknowledgement and references: Whole ship interior and exterior decoration reference: “宿怨”战意级攻击舰,日暮山舰,烈鸟舰.Drone adapted from “火花” Thanks for the technical help from Wendao Zhao and 狐狸小哥哥

5,473 downloads Details →
[CN]Better Genes---更好的基因  中文 – Barotrauma Mod

[CN]Better Genes---更好的基因 中文

by 76561198826330728

🧬 BetterGenes 完全中文汉化版 🇨🇳 📢 当前版本说明: BetterGenes 的完整中文汉化,已施工完毕! - 包含原版 MOD 内容,直接使用,无需额外安装原版 - 为适配其他模组,略微修改了原版内容 - 目前已确认与 Gene Splicer+ 兼容 建议加载顺序: 1. BetterGenes中文 2. Genes+Revived 如有 Bug 欢迎评论区反馈,随缘更新。 🌟 模组功能简介: 与 Genes+ 兼容(但单独使用效果更佳) 厌倦了基因太少?这个模组新增了 28 种独特基因! 大多数基因模组不是过时了,就是坏了,或者仅仅只添加了四种基因。 「更好的基因(Better Genes)」将彻底改变这一局面。 部分示例: - 分形守卫(Fractal Guardian)基因:提升工程师耐烧能力 - 维修机器人(Repair Bot)基因:提升修理效率 - 泥偶迅猛龙老兵 / 稚兽基因:提升技能与经验获取速度 - 爬行者幼体 / 锤头鲨幼体基因:增强近战与生物攻击能力 本模组是「Better」系列的一部分,致力于改善 Barotrauma 的各个方面(药物、医疗、寄生体、酒类等)。 🧬 全新基因一览: 普通稀有度: Crawler Hatchling、Cthulu、Orange Boy、Pet Raptor、Psilotoad、Swarmfeeder、Thresher Hatchling 高级稀有度: Ancient、Baby Moloch、Black Moloch、Bone Thresher、Defense Bot、Golden Hammerhead Hammerhead Spawn、Huskified Storage Container、Mudraptor Hatchling、Mudraptor Veteran、Repair Bot、Viperling 突变稀有度: Charbydis、Endworm、Fractal Guardian、Latcher、Leucocyte、Terminal Cell、Watcher 特殊稀有度: 奇美拉(Chimera) 纳米画皮外骨骼 🔧 全新机制介绍: 基因稀有度: 基因现在分为四个等级:普通、进阶、变异、特殊 稀有度升级方式: - 使用进阶稳定剂升级普通未识别材料 - 使用变异稳定剂升级进阶未识别材料 污染基因清除: 使用变异稳定剂可暂时移除污染基因的负面效果(直到更换基因为止) 特殊基因: - 不属于任一稀有度 - 获得方式多样 - 包含一次性使用 / 极强的特殊基因 🔄 对原版内容的修改: - 以下原版基因材料已升级为高级: 泥偶迅猛龙、摩螺克、锤头鲨母皇、锤头鲨、画皮 - 异星血浆现在有 40% 几率转化为基因材料 (需要在研究台用疗素解析) - 新基因已加入普通未识别基因材料中,即便未升级也可能发现新基因! 🧪 Better 系列合集: 想让我更快制作更多模组?欢迎支持我:Ko-fi 支持页 原作者链接: https://steamcommunity.com/sharedfiles/filedetails/?id=3369216550 (如有侵权,将立刻下架)

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