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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.
SSN-113 Enceladus
by 76561198044109310
A compact, conventionally looking, submarine. It features many quality of life features, switches and levers to flick, while also retaining ease of use. I tried to capture the cramped and machine-laden interior of an ''actual'' submarine to a degree, without the decor being too... overbearing. This submarine was designed for smaller player groups (2-5 people or 1 person with bots) and hopefully it can be used all the way up to the late-game, while not being super-overpowered as a lot of other workshop subs. If you happen to download this submarine and you like/dislike it, please let me know! Same goes if you encounter any bugs or wish for additional features! - Denny In-Game Description Enceladus Class nuclear submarines (hull designation SSN-113), manufactured by Skibsværft Europa Ltd., were originally planned for Europan military as a compact attack/exploration vessel, before the project was scrapped in favour of the cheaper Humpback. Only a handful of them were ever comissioned, however its modern features, like the advanced reactor AI (by ignis), improved weapons complement and agility etc. make Enceladus a formidable submarine. One of the trade-offs is however 'passenger comfort', due to its cramped interior. General information Recommended crew: 3 - 5 Crew experience: Intermediate Dimensions: 40x9 meters Max horizontal speed: 25 km/h Max vertical speed: 17 km/h Weapons: 3x Coilgun, 1x Railgun, 1x Depth charge tube, 1x Discharge coil Tier: III Notable Features Reactor AI by ignis https://steamcommunity.com/sharedfiles/filedetails/?id=2296569779 A great community design. Quickly adjusts reactor output to decrease under- and overvoltage. Also is more fuel efficient because it runs reactor at low temperature. Reactor blast doors In case sh*t goes sideways Closes two doors around the reactor itself and, if power is available, fills the space inside the blast-doors with water. Usable as a last ditch effort to mitigate the effects of a meltdown. Manual emergency ballast draining For dealing with that pesky ballast flora even on the go! NEW!: Added switch to cut power to pump after the ballast is emptied to prevent ballast flora from hijacking the pump. Lockable airlocks Just don't tell the clown. Next time that husk comes knocking, you'll be ready! NEW: Bottom hatch finally here! The bilge was repurposed as a smaller auxiliary airlock. It still retains its original function - water collection in case of flooding and floodable artifact storage, yet can now be used as a bottom airlock as well. Miscellaneous Features Complete crafting stations - Allows for better self-sufficiency in long games Armory - Keep your weapons tucked away safely Sizeable storage - Decent cargo and storage capabilities for a submarine this size Toggle lighting - Both exterior and interior Captain's periscope - Toggle between viewing the top and bottom of the submarine Auxiliary scanner and status monitor - Gunnery deck has access to a scanner that also works as a mineral scanner, and electrical room has an auxiliary status monitor so engineering staff can easily monitor hull damage. Floodable Bilge - The small bilge compartment can be flooded without affecting the submarine's buoyancy too much. Use in case you really like picking up thermal artifacts. Bot waypoints - Enceladus should be easily playable in Singleplayer with AI crewmates.
TH4X - Thunderhead
by 76561198088302737
Deep Diver Dimensions: 36x10m Cargo Capacity: 28 Crates Recommended Crew Size: 4-6 Max Horizontal Speed: 44km/h Max Ascent Speed: 19km/h Max Dive Speed: 13km/h Price: 62,000mk A Heavy Duty Battle Sub. Priced and designed for ITA or Barotraumatic as a high end, premium campaign sub. This sub also required EK Armory, EK Dockyard, EK Utility, and EK Gunnery. This submarine comes with fully automated doors which can be locked with the levers and a lockable medbay for Doctors and Captains. The Engine on this sub is extremely power hungry and can seldom be run at full power without any upgrades. For all weapon pods and depth charge launchers, red is dead, meaning the device is active. This sub has four unique weapon pods that need to be deployed before having clear firing angles which are as follows: Top Right: Pulse Laser Top Left: Small SSL Bottom Right: Coilgun Bottom Left: Light Chaingun The pods have been made maintenance free as otherwise, they have the potential of being unrecoverable or extremely awkward to work with. Pods can either be deployed in engineering at the request of your engineers, at their specific bays with their manual button or the captain can ready battle stations at his command console. All weapons are swappable if you prefer different weapons in slots. In addition to the weapon pods, there is a front facing rail and a stationary captain controlled spinal rail. As an anti Fauna measure the front half of the ship has discharge coils to electrify the front hulls, hence the name Thunderhead. If you find bugs with my sub, feel free to leave a comment and I will attempt to fix them as soon as possible!
[HHI] Javelin
by 76561198009349138
The Javelin, manufactured by Halberd Heavy Industries setup on Mars is a favourite among new and cashed up mercenary crews who favour an agile dropship for small transport runs and light combat. The IGNIS class reactor includes recent advances in control rod automation, reducing the need for a reactor engineer, for a combat focused crew. My First submarine, with much digging through workshop examples and reading lots of guides and forum posts. Features: - Reactor controller based on Ignis's DIY Reactor Controller - Battery Indicator to display connection to grid, input relay auto-cutoff at 100% battery - Wet Airlock for artifact storage - Double hulled on top - Motion Detect Discharge Coils - Emergency Lighting Specs: - Room for 8 Cargo Crates - 2x Coilgun, 1x Railgun - Descent Spd:12kmh, Horizontal Spd: 24kmh - Full complement crafting + Disassembly
Autodoor collection
by 76561198005309753
Everything you need to make every door an autodoor! - Doors that open on motion - Automatically close when water is detected for the first time -Automatically close after 5s - Airlock/DockingHatch Double System -Airlock With visible countdown to autoclose. -All door responsive to commands at all times! With adjacent doors being aut First upload, eveything you need to get started (the systems are installed on the strongly worded letter if you want an example), more documentation will follow when I find time later today. For security doors/ballast tanks just move the motion door inside, so they will only allow people to leave.
Animated Arms Adaptive Combat Fixes and Changes
by 76561198139217968
Fixes multiple crashes and issues for Animated Arms and includes some QOL stuff. - Fixes a melee restore collision issue where loading the game causes a null reference exception that crashes the game. - Fixes conflicts with minerals having both holdable and melee components at once, which can cause a crash. - Prevents the 5.56 scout standard AP and FMJ rounds from naturally spawning in the game, as it causes a crash when spawning in a container incorrectly. (Can still buy the rounds from shops.) - Restores compatibility for the Scout magazine requested by Dynamic Europa and AAAC compatibility patch for a loadout. - Fixes duplicate and conflicting prices for weapon repair stations. - Replaces a missing sound file for the autoshotgun with a vanilla shotgun sound. - Fixes an issue where deconstructing an AAAC gun can cause the condition indicator to get stuck and take up a slot in the output section. - Fixed AAAC displaying incorrect skill requirements for wrenches and screwdrivers. - A bunch of other QOL stuff and more minor bugfixes. This mod should be compatible with everything AAAC is however, if you are using Neurotrauma, it must be loaded before this mod, and this mod must be loaded before AAAC. Made this because I really wanted to use AAAC and I thought this fix could likely help quite a few people who also want to use it. This has been done by someone already to an extent, but it was never published on Steam, so it's harder to find and install, and this also fixes a few more AAAC issues. Thank you to DreddLypso for helping test so much of this mod and finding many things that I did not. (Disclaimer that the help of AI was used to make this, mostly some coding while I'm trying to learn myself.)
Molniya
by 76561198420667272
Lore That's it, no, the number of characters has been exceeded! If you are interested in reading the lore, at least to understand what the idea was, then I will write it in the comments. Thanks for understanding. :) Technical part Tier 3 Price: 24000 Engine The reactor-propulsion system is, in fact, both an engine and a reactor at the same time. The point is that the engine itself is very powerful and very gluttonous. In normal mode, the submarine has a speed comparable to the fastest vanilla submarines, but in overdrive mode it is able to break away from any threat. Fuel consumption is noticeably higher than that of ordinary ships of similar size by about one and a half times, when overdrive is turned on, the rods are used up twice as fast. In addition, when it is on, it’s highly recommended to have more than one rod in the reactor, since the generation of electricity on one rod simply may not reach the required level. By the way, the hull of the boat is somewhat reinforced so that collisions with various obstacles are not so catastrophic. Armament Everything is pretty simple here. Two large nests, in which there are two anti-aircraft guns with an increased rate of fire and excellent aiming angles. There are also two depth charge droppers directly under the ballast. The depth charge chargers are in the navigation and have a light indicator of which charge will be dropped next. They can be dropped either one at a time or one after another, almost in a doublet. Compartments Engineering Compartment Actually, there are two floors here, an engine and a reactor. Since it is recommended to have more than one rod in the reactor, it is equipped with two original, simple automation schemes. One allows you to shove at least all four rods into the reactor, the other, a protective one, which will not allow the reactor to catch fire. Both are enabled by default and both can be disabled if you do not need them. Technical compartment This is a compartment with a very, very improvised hospital with a cozy lamp)) and a module with a fabricator and a deconstructor. Otherwise, it is simply not a very comfortable, dark room with access to the main ballast. Navigation and armory The navigation is the most ordinary, there is a personal diving suit for the captain in case of flooding and a chair so as not to fly around the entire submarine in case of an unsuccessful turn. There are three buttons in the navigation panel, on / off overdrive, dropping charges and opening the ballast gate. Near the terminal there is also a lever that switches between near and far sonar. Far sonar is needed to look further ahead, and notice approaching obstacles a little earlier, which is very necessary at high speeds. The armory is just an atmospheric warehouse. I advise you to rummage through the boxes, there is a small gift for the crew. :) (my first attempt to change the properties of an item) Shooting chambers. Just small chambers with chairs so that the shooters can calmly do their job without fear of being suddenly washed away by water or knocked out of the periscope. The left chamber is responsible for the upper gun, the right one for the lower one. Reloading is very easy since everything is within walking distance. Main ballast Not ballast, but THE BALLAST, no joke, it is really huge. It has quite nimble and gluttonous pumps that ensure its stable operation. In addition, there are also large ballast gates that open epically, they have no other function. Initially, I wanted to come up with something with them, but it did not work out, so I left it there just for fun. Airlock The most standard one, two diving suits, a cabinet, a charger and a shelf for boxes. The only thing is that there are external chairs for desperate paratroopers, or a security officer who really likes to shoot at sea creatures with personal weapons. I'm sure that the creative team will figure out how to use them. Many thanks to everyone who read this text in full, this submarine is my first project in the workshop to which I devoted so much time and attention. I know that most likely there are still many mistakes in it, so write them in the comments, and if you really like the submarine, I will correct them. In general, do not criticize harshly and do not take it super seriously, this is not a “mega-meta-passer of the company on hard”, but an experimental design, with, as it seems to me, an interesting idea, I understand perfectly well that playing on it may not be very convenient. Good luck to everyone and have a good time!
Веди ее на дно! - Музыкальный автомат [Последний Доминион]
by 76561199096728226
Мод сделан по заказу сервера Последний Доминион. Добавляет в музыкальный автомат одну песенку. Дискорд сервер проекта ---> https://discord.gg/Bw2edezfYE
Handcannon++
by 76561199089322499
Deeptreader
by 76561198042665952
The Deeptreader is a Deep-Diver Research Vessel. Almost entirely self-sufficient, this robust machine is well equipped to take it's crew to new Europan depths. Sporting a Depth Charge Launcher, 4 Heavy Coilguns, 1 Railgun, 1 additional Large Hardpoint on the Belly, 2 Electrical Discharge Coils, a full Medical and Research Suite, Mess Hall and Lounge, the Deeptreader might as well be considered a mobile outpost.
More and Larger Turrets [Legacy]
by 76561198829833818
This mod is no longer actively maintained, feel free to fork it however you like. More and Larger Turrets More and Larger Turrets adds the three new turrets used in the Better Vanilla Sub Experience. More Turrets - Shotgun Turret & Burst Shotgun Turret, a turret aim to completely fill in the hardpoint, accepts shotgun ammos, harpoons, stun darts and scraps. Shotgun turrets fires twice per second while Burst shotgun turret fires 24 round of shotgun within a second, followed by a 2.1 seconds cooldown. - 3 new shotgun round type, Flechette, Raptor Compound and Birdshot to give the new turret more use cases, as well as slightly buffed regular shotgun shell (8 pellets -> 9 pellets) and rubber shotgun shell (8 pellets -> 5 pellets, damage 3 -> 4, Stun 0.3 -> 1). - Hyper laser, highest possible DPS due to it continuous laser beaming but eats through power. Overclocked turrets for the uber-riches - All 9 turrets got an overclocked variant of themselves. Extremely expensive, serves as an upgrade for your submarine when you have far too much marks laying around. - 2 new components, one to generate dummy loads, one to smooth out power output and prevent overloading while enabling undervoltng, at a cost of 5% efficiency loss. - Beeper & critical beeper that plays the old alarm buzzer/diving suit warning sound (At a higher frequency). Load order (This mod does not cares where it was put): <Any Mod> More and Larger Turrets
Excelsior
by 76561199076210925
Class: Scout Tier: 2 Cost: 20000 Model: DR-57 Manufacturer: Intersolar Naval Federation Designation: Excelsior Layout: The 'Excelsior' Consists of 4 main decks, Command Deck, Main Deck, Armament Deck, and Engineering Deck. - The Command deck contains Navigation, the ships main docking port and airlock, and the berthing compartment - The Main deck contains Electrical, Cargo bay, Medbay, Crew Quarters, Gunnery, Secondary Airlock, and both turrets. - The Armament Deck contains the Brig, Magazine, and Armory. - The Engineering Deck Contains Reactor Room, Engine Room, and Fabrication Facilities. - Description: The Intersolar Naval Federation's Deep Recon 57 'Excelsior' is a powerful workhorse that can fill many roles, from heavy transport with its sizable cargo bay, to scouting with its powerful engines and triple ballast tanks, the Excelsior is able to get the job done. It also boasts impressive combat capabilities with its two turreted heavy chainguns, and it's ultraheavy spinal railgun.
Skat-M IV 'Thornback'
by 76561198065202778
IMPORTANT! This sub has custom made permissions for everything and gives them out individually for every class on spawn. To update them after switching from any sub outside of "Skat-M" line, you just need to leave the station. Flavor text: "The Skat-M IV "Thornback" is a large-sized exploration submarine. Designed as a direct upgrade of the "Bat Ray", it received two additional Railguns, improvements to all systems, an additional reactor and engine, the Skat-S I "Eagle Ray" shuttle, research station, bigger living space and expanded cargo hold." Actual description: The four cornerstones of the Skat-M line are: Redundancy, Ease of Use, Crew Safety and Effective Space Utilisation. Big, tough, and deadly. The "Thornback" is designed to withstand and overcome any threat the Europa's oceans would throw at it. Just like it's predecessor, the sub can operate without any resupply stops thanks to it's enormous stockpiles and the ability to use any resources it can find in the sea. Like the Conquistadors of the past, the "Thornback" performs exploration through domination of any waters it finds itself in. Price: 40.000 The Skat-M IV "Thornback" features: - Skat-M I "Eagle Ray" shuttle - Two sets of Advanced Airlock Compact made by "zuff" - 4 Coilguns - 2 Railguns - 2 Small reactors with Advanced Automated Regulators - Auxiliary battery power system - 2 engines - Fire, Flood, Breach and Enemy Proximity alarms (with a small map of the sub) - Electric Coils on the top and bottom - Hospital-bay with Medical Fabricator and Research Station - Fabricator & Deconstructor room - Mineral scanner - External and internal lights switches - 60 crates cargo capacity - Automated drains system - Navigational signs - Emergency supplies in almost every room Skat-M Submarines list: Skat-S 0 "Narcine" (Drone) - WIP Skat-S I "Eagle Ray" (Shuttle) - WIP Skat-M II "Whiptail" - https://steamcommunity.com/sharedfiles/filedetails/?id=2900180555 Skat-M III "Bat Ray" - https://steamcommunity.com/sharedfiles/filedetails/?id=2900187381 Skat-M IV "Thornback" - You are here Skat-L V "Manta Ray" - WIP
ASL-01A Rocinante [JE]
by 76561198147644083
Updated for Jobs Extended Original: https://steamcommunity.com/sharedfiles/filedetails/?id=2608620366
Carrack
by 76561198988353610
Capable of Comfortably fitting 12+ The underwater adaptation of Star Citizen's Anvil Carrack and its armed support ship Pisces. Main Sub - Carrack Horizontal - 22 Vertical: Up - 19, Down - 12 4 Coilguns 2 Railguns 2 Discharge Coils 1 Depth Charge - "Chute" system for transporting items from the back of the sub to the front quickly. - Lower forward Airlock - Artifact Holding room - Docking bay doubles as upper airlock when shuttle is undocked Shuttle - Pisces Horizontal - 27 Vertical: Up: 19, Down: 12 1 Coilgun 1 Discharge Coil - Main power and Oxygen Generator ON/OFF controls for power preservation - When docked, Upper hatch can be used as an airlock
NT Criminal Surgeon
by 76561198844423732
Load Order: Neurotrauma This Mod NT Surgery + Changes to surgeon talent tree, easier to get genes You can eat organs New surgeon outfit Surgeon outfit from here: https://steamcommunity.com/sharedfiles/filedetails/?id=2853766123
The poopshitters poster
by 76561198351477671
Broken at the moment, will likely never be fixed Adds the poopshitters poster
Type-14
by 76561198119630220
Stats and features Tier three Scout sub Priced: 30,000 mk Cargo capacity: 40 Crates Size: 37x35m - 3 Small turret hardpoints 3 Coilguns (2 of which are on the shuttle) pre-installed - 2 Large turret hardpoints 1 Double coilgun (on the drone) and 1 Railgun pre-installed - A Facet class defense drone When docked functions as a hardpoint and battery bank. When embarked functions as a long range drone complete with an airlock, dry space, modest tank refilling, and battery recharging suite. No oxygen generator tho. - A Rhombus45M "Shuttle" Literally an entire goddamn tier one sub made in the same style , albeit fully upgraded and battery powered but still, for more detail see it's workshop page. - A comprehensive surveillance system With indicator lights so traitor is at least possible - 2 Color coded displays One for Reactor temp and one for depth, showing general state and required suit color respectively. - All three crafting stations Including a Fab and 2 Decons, With linked large lockers of course - A Vending machine It's way more useful than you'd think - A Power distributor controlled grid - A functional brig - And A Research lab In game Description The pinnacle of Laythe shipyard's offerings the Type-14 is designed primarily to mine and process uranium in bulk in dangerous waters. To this end the sub is capable of unprecedented speed for it's size and comes with multiple shuttles to speed mining as well. Though unsurprisingly of a floating fuel factory the reactor built to push the sub at 30kph+ is very powerful but horribly inefficient, the sub is louder than hell, and almost defenseless if caught out without it's shuttles. Notes Very happy with the shape, mechanics and most of it but loathe the shitty brige, all the dead space, and think I could've done better on the lighting ngl Link to my other subs
Arc Welder
by 76561199068748897
Electric arc welding machine, cut from the mod "AbyssVeteran" with minimal changes. Link to the original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2486153708&searchtext=AbyssVeteran I did not ask permission from the author of the original, so if he asks, this mod will be hidden.
Reworked NT adrenaline
by 76561198331040740
Description This mod reworks adrenaline in Neurotrauma From now on, you will always have reserve adrenaline inside you, which will be released into the blood depending on the amount of damage received The more damage - the more adrenaline When there is no adrenaline left in the blood - you should fall to the stun What does the effect of adrenaline give? Well, absolutely everything! And speed, and attack speed, and melee power, and repair speed, and it does not allow you to die with too much adrenaline (Yes, this is unrealistic, but I don't care), and a little more in gradation from the amount of adrenaline in the blood increases the level of skills! By the way, since I don't know how to make it so that you have 100 units of adrenaline in reserve at the start without Lua (And how with Lua) - then you always start with 0 adrenaline reserve! But don't worry! Everything will be restored in a minute! By the way, do you want to know what the catch is with adrenaline? When too much adrenaline is released into your blood, and when your body is under a horse dose of adrenaline for too long - your heart begins to die! You will understand this by the fierce sound of your heart beating) <Attention! Adrenaline does not apply to NPCs! Only to people! This is done for the sake of balance and optimization! Otherwise, your computer would have burned out to hell!> !!!!!!!!!!!!!!!!!!!!PUT ABOVE ALL MODS!!!!!!!!!!!!!!!!!!!
Customizable lockers
by 76561198977113281
adds option to install fabricators or deconstructor in instead of medium steel cabinets planned in next mod(maybe): this mod, cool game-changing upgrades, more swappable modules like engines, reactors.
Winterhalted
by 76561198079412919
The Beautiful Winterhalter with a fresh coat of paint, a now functional research shuttle, several quality of life updates Fair warning: This is my first proper sub, forgive me if there are issues, I will do my best to fix any I find or am told about. Feedback is welcome!
Death Skill Penalty Mod Customize Your Multiplayer Experience
by 76561198112795023
This incredible mod allows players to finely adjust the percentage of skill loss upon meeting their demise in multiplayer campaigns, delivering a gameplay experience tailored to individual preferences. With the added bonus of chat commands, you can conveniently configure the mod according to your liking! Installation For an optimal experience, we recommend installing this mod on both the server and client. By doing so, you ensure the accurate representation of the penalty value within the in-game death message, which is directly hardcoded into the game's code. However, rest assured that the mod remains fully functional even without client installation. Source Code For those interested, the source code for this mod is available here. Feel free to explore, contribute, or modify the code. Chat Commands The mod includes a default chat command `!deathSkillPenalty`, which allows you to interact with its settings. Using the `get` command displays the current skill penalty value, while the `set` command lets you adjust it to your desired percentage. Moreover, you have the flexibility to configure the command name in the mod's config to suit your preferences. Prerequisites Please keep in mind that the proper functioning of this mod relies on the presence of the Lua mod for Barotrauma. So, don't forget to have that installed as well.
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