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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.
Dilderilia
by 76561199573163566
SUB type: Attack Tier III Dimensions: 59*16m Recommended crew number: 6-8 Price: 34000mk хуйня
Capture The Artifact
by 76561198214594327
Capture The Artifact is a new gamemode that puts a twist on the already existing Outpost Deathmatch mode by adding a "capture the flag" version of it. The primary objective and only method of scoring points in this mode is to retrieve and return the Artifact back to your teams Artifact Research Point, a short range sonar device aptly named "Artifact Locator" is given on spawn in order to assist with this objective, marking the location of capture points and more importantly, the artifact itself. Every capture will yield 50 points to your team but the real struggle is getting it back home to score those points, the artifact is extremely heavy, making it slow to carry home and not particularly quiet either making you a tasty target for the opposing side. On top of that, if the Artifact isn't being carried for a while it tends to teleport away again, so try not to leave it alone for too long if you need to defend yourself. It's not all bad though, this strange artifact is able to passively heal you while held, letting you focus on pressing forward instead of bandaging a gaping hole in your head. Included is an edit of every current Vanilla Outpost Deathmatch map to support Capture The Artifact functionality while also having adjustments to further balance out the maps for this mode. - Kattenburg Outpost - Raate Colony - Alien Ruin For sub builders or modders Feel completely free to make your own maps, edits, addons ect ect. I have attempted some basic documentation in the XML for people planning to mod it. Map Making To convert a Outpost Deathmatch map into a functional Capture The Artifact map there is a few steps, not many dont worry. - Add a spawnpoint where you want the artifact to spawn (Can be multiple if you want randomized locations) and give it the tag "cta_flagspawn". - Add at least one "Artifact Research Point" as the capture points for each team (recommended at spawns for hopefully obvious reasons). There are 4 of these items in the editor in total, 2 big, 2 small, 1 of each of which being for coalition, and 1 of each for separatists. You can tell via description or icons what team is what. (Pro tip, if you forget what one you placed down, each one has their team icon physically on the sprite too if you zoom in) The size does not matter, it's just to help adjust to different size maps (You may struggle to fit a station reactor sized one in a small room for example). - When saving, change the tag from "PvPOutpost" to "CTAOutpost", cta event handling is done by the mission so don't worry about that, leave the regular deathmatch event there though as I let the maps handle that so they can execute custom drops. - Profit. - I recommend removing straight forward routes back to capture points to extend the amount of time the Artifact is recoverable by the opposing team, but this is not essential. - Everything else is same as Outpost Deathmatch, including team spawn logic, weapon drops logic, defense turret logic ect ect. So I recommend looking into those if this is your first dive into pvp map making. You can always check my example maps too for reference.
Onyx Stingray
by 76561198107950047
Initially built as a reconnaissance vessel, The 'Ray has since been outfitted with a battery of stationary pulse laser turrets on the forward bow. A rudimentary medical wing allows basic treatment of injuries to be performed.
Bass Grenade Sound
by 76561198350417819
Exclusively clown weapon were converted to suit the needs of ordinary Security Officers :)
graffiti
by 76561198930496446
Enhanced Armaments战术性医疗兼容版
by 76561199052929848
Razorback
by 76561197975346386
Razorback The Razorback is one of the most successful designs to come from Separatist-aligned shipyards, allowing a small crew to pilot this stealthy and heavily armed submarine deep into Coalition territory. Many Razorbacks have since fallen into other hands, often refitted as more general scout vessels compared to their original military design. (Primary design is a tier 2 attack sub, but tier 1-3 scout versions are included in the package.) The Razorback is a small submarine — the same size as the Dugong — but carries significantly more equipment and weaponry, including a dedicated dock for an armed scout pod (hybrid shuttle/drone with onboard or remote control). With the scout pod, a crew member can drive it to a wreck or cave, get out after parking it on the sea floor, and then the captain back in the main sub can pilot it remotely as fire support. While the scout pod is docked it also functions as a regular turret. Weapons by variant - Razorback (tier 2 attack): 1x railgun, 1x double coilgun, 1x chaingun (on pod), 1x turret hardpoint - Razorback S1 (tier 1 scout): 1x coilgun, 1x chaingun (on pod), 1x turret hardpoint - Razorback S2 (tier 2 scout): 1x double coilgun, 1x chaingun (on pod), 2x turret hardpoint - Razorback S3 (tier 3 scout): 2x double coilgun, 1x chaingun (on pod), 1x pulse laser General stats - 30 x 16 m - Horizontal speed: 25 km/h - Vertical speed: 16 km/h Shuttle/drone (Galdur Scout Pod) - Single periscope control (both moving and shooting) - Click and hold to move in the direction of the cursor. Release to auto-stop. - Double click and hold to fire the chaingun. - Double click on the hatch to dock or undock. - While docked, click to fire the chaingun like a normal turret. - Pilot from onboard periscope or remotely from the bridge Layout features - Includes all fabricators - Armored bow - Efficient layout with central access shaft - Two airlocks plus shuttle dock - Lots of storage for its size - Bot friendly - Tasteful barbed wire and graffiti, excellent ocean view Wiring features - Automatic reactor and battery control - Auto doors - Automatic fire suppression (turns off O2 during fires) - Silent running mode (also turns off turret lights) - Status display with configurable alarms - Party lights! No mods required If you use the Performance Fix mod, its default settings break some of the control systems (including the shuttle/drone controls). To fix it, you can add these to the Client/Server High Priority Items in the Performance Fix settings: andcomponent,greatercomponent,addercomponent,subtractcomponent,multiplycomponent,dividecomponent,orcomponent,notcomponent,relaycomponent,delaycomponent,memorycomponent,signalcheckcomponent,regexcomponent,oscillator,wificomponent,dockinghatch,waterdetector To avoid distant lights sometimes disappearing, you may want to update your Visible Light Limit (in graphics settings) to Unlimited. Operations manual For more details on the configurable alarms and other features, see the logbook in the supply cabinet next to the navigation terminal.
CAS-02
by 76561198100649581
The CAS-02 "Striker" is the result of lessons learned from Europan Shipyards' ES-01 prototype. Sporting several upgrades over it's predecessor, including a reworked electrical grid with built-in battery buffer, better placed and aligned gun turrets, a discharge coil for it's blind spot, and several other small improvements, the CAS-02 is the realization of the ES-01's goal: a sub that can be manned by a skeleton crew, pack a considerable punch, and move quickly, all while staying efficient. If you're light on hands and need to do some killing, look no further. ------------------------------------------- Information: As the lore section states, the CAS-02 is the refined and upgraded version of my first sub, the ES-01. It is a tier 2 attack/scout. The primary goal of these ships was to create something capable and complex in function, while remaining simple in utilisation, and flexible in crew requirement. As a result of this, the ship shouldn't be a foreign experience to those used to vanilla, and can conceivably be manned by a single person, although at least 2 people is recommended. The ship was purpose built for attacking and scouting, and as such, is quite cramped. This is a double-edged sword, as it allows crewmen to navigate the ship very quickly, but is quite prohibitive in terms of cargo space, and has no lounge areas to speak of. Any passengers you take aboard will be having a rather uncomfortable ride, and you won't earn much hauling cargo. Note: While upgrading the sub is fine in most regards, you probably shouldn't enhance the battery in any way. The battery is designed to always be partially full. If it's empty, the sub won't have power. If it's full, over-voltage from the reactor will have nowhere to go. Because of this, it's capacity and charge rates are tailored to the sub's needs, and are drastically different from those of a regular battery. I'm not actually sure what will happen if you over-volt a full battery, but it's probably best to leave it as is. Features: -A battery built in series with the electrical grid, modified to work as a buffer between the reactor and junction boxes, and designed to stay between 20% and 50% charge. The battery will both soak up excess voltage to prevent rapid box degradation, and provide auxiliary power for a short time to prevent brownouts. No more yelling at your captain, now he can pilot like a maniac! -Custom doors that remain open until water is detected. No more choosing between easy room navigation and flood management. Doors and hatches are also equipped with pressure alarms to warn you if there is high pressure on the other side. -Custom duct blocks that only open if the room below doesn't contain pressurised water. No more worrying about a drainage implement causing your sub to flood more quickly. -A smaller, more fuel-efficient reactor. -All types of fabricators. -Two coilguns, one laser, and one top-mounted railgun pre-loaded with explosive shells for warding off even the meanest of creatures! -Tougher bottom hull (the dark parts) for increased impact-resistance. -Lots of supplies and equipment to get any crew started off on the right foot (and a considerable reduction in cheesy endgame items amongst these compared to the ES-01). -Powered suit cabinets/oxygen shelves. ------------------------------------------- This is the second version of my first ever sub, so I'm still not very experienced. Please let me know if you encounter any issues or oversights, or if you have any suggestions. Thanks!
日蚀航母
by 76561198964561992
日蚀航母是死亡舰队的矛尖,尽管它携带的轻型战机要略逊于超级航母,但它装有毁灭性的舰首能量武器,更倾向于正面迎敌,而不是像其它航母那样躲在后面,这是经典的塔达林做派。(因外形限制无法做出舰载机) 注:感应式舰首武器开火时有概率会损伤船体! 注2:遭遇丘脑感染请离开感染区域后启动应急压载,此功能会将货仓转变成备用压载并排空原压载。 注3:此航母推进器完全由电池供电以应付大波动过载,如非必要,请勿增加电池负载!
Rigo
by 76561198008359356
The Rigo (Oriole) small bomber craft modified to be submarine. The bomb bay was modified to a ballast. Forward triple laser turrets consume a lot of ammo, and it is devastating in the right hands. Inexperienced gunners can cause more harm using it. The pilot is in charge of the manual discharge coils. To save power, they can only be fired up, when hostile lifeforms come in contact with the hull. This is shown with a bright red warning light. Cost: 6000mks Cargo: 12 Size: 34x13m Id card storages: captain and security
[Alliance Industry] Europa class IV shuttle boat
by 76561198112009887
Europa class IV shuttle boat is an unmanned shuttle boat equipped with Europa class IV submarines. It is equipped with a double mounted electromagnetic gun and is mainly used for exploration in narrow areas. This class of boat has two modes of remote control and control. The new shuttle boat is equipped with a reactor and can last longer.
遗物再相见(泪目)
by 76561198114703407
这个非常小的、没有override的mod使遗物再次在战役中产生。嗯……我不知道它是如何工作的,我也不知道这是否能正确地生成指定数量的遗物,因为正如你所看到的,遗物有时会在墙里面生成。 |难度/% | 生成遗物数量| | 01~20 | 1 | | 20~40 | 2 | | 40~60 | 3 | | 60~99 | 4 | 灵感来自 More Artifacts (AOCS) https://steamcommunity.com/sharedfiles/filedetails/?id=2776026770 一个十分有趣的mod。 Override: NO
IMC research station
by 76561198365664469
Это русифицированная и улучшенная версия IMC BOTANUS (https://steamcommunity.com/sharedfiles/filedetails/?id=2615724454) я добавил на судно много различной автоматики, изменил вооружение и стартовые предметы(в оригинале вещей мало) и в целом добавил много приятных мелких нововведений которые сделают ваше прибывание на судне более приятным, если вам интересен весь перечень изменений советую лично сравнить оригинал с моей версией. -Автоматизированный реактор. Я автоматизировал реактор и теперь он поддерживает оптимальную скорость расщепления и выработки энергии каким бы топливом вы его не кормили, а в случае возможного перегрева он сбросит обороты для поддержания приемлемой температуры, а экраны показывающие остаток топлива помогут капитану и инженеру лучше выполнять свою работу. Если вы пристыковались к станции рекомендую переключить питание на батареи потому что станция питает только их. -Улучшенный отсек ботаники. По умолчанию верхняя часть корабля была защищена крайне слабо, автоматическая подача электричества на катушки не спасала от попадания монстров, обшивка имела всего 50хп хотя обычно обшивка имеет 200хп, кроме этого сверху теперь есть дополнительное орудие, а в самом отсеке работают дополнительные насосы повышающие предел повреждений отсека ботаники. -Улучшенная комплектация. я добавил на корабль стартовые ресурсы которых так не хватает в начале, в медицинском отсеке теперь больше медикаментов потому что рекомендуемое число экипажа было изменено, так же теперь у медика есть свой сейф куда он может прятать этанол от экипажа. Скафандры я тоже изменил так как стоят они мало и я хотел избежать лишней возни с их заменой. -Вместо всего 4 импульсных лазеров теперь на корабле стоят цепные пушки, рельсотроны и магнитные пушки общей численностью в 7 штук(без этого изменения корабль был бы слаб против крупных обитателей Европы) -В игре присутствует проблема из-за которых любые(даже треугольные) объекты имеют прямоугольную форму, это порождает тени тем где их быть не должно, а так же мешает проплывать в таких участках, но я нашёл как можно частично исправить ситуацию, я указал здоровье таких объектов равным 0, поэтому оружие теперь может простреливать и видеть сквозь эти участки, но проплывать через них всё же нельзя. -Текстовые надписи были переведены на Русский язык. -Суперконденсаторы питающие электрические ловушки находились в скрытом от игрока месте и были поставлены на 0% скорости зарядки, это делало ловушки одноразовыми поэтому я поставил скорость зарядки на 100%(автоматический реактор потянет), так же теперь перископы в отделе двигателей могут активировать ловушки вручную. -Большая часть проводки заблокирована потому что многая автоматика скрыта от глаз игрока и если кто либо её отсоединит обратно вы уже её не подключите -Шлюпка снизу была немного изменена (подробнее на странице самой шлюпки) -Добавлена плавающая капсула которую я взял с корабля Сегрегатор, надеюсь автор не против. -Датчики движения. теперь в каюте капитана есть лампочки показывающие нахождение монстров рядом с кораблём, или внутри основных отсеков, так же датчики установлены на сами перископы, если монстр окажется близко к пушке экипаж это увидит. -Прочие изменения. В верхнем стыковочном порте был добавлен люк и насос на случай если станция к которой вы пристыковались затоплена, добавил дополнительные шкафы в инженерном отсеке, сделал связь деконструктора с фабрикатором и шкафом, а ещё увеличил число мест под ящики. Вот и подошли все изменения к концу, некоторые могут посчитать что я сделал лодку слишком сильной, но я считаю что оригинал был слишком слабым и не способным к выживанию в водах Европы, в любом случае если с чем то вы не согласны можете высказать своё мнение в комментариях или изменить лодку в редакторе.
Traitor mod for Batska's custom traitors
by 76561198312463403
currently adds deputywith limit of 3 and sets limit of medic to 3
Type VIIS - United Operations - v2.0
by 76561198012117085
!!!! WORKS WITH THE NEW CAMPAIGN !!!! A United Operation Modified Type VIIS, Some English translations (Weapons, Tube, Light...) for ease of use and modifications for our satisfaction. Credits goes to the original Type VIIS creator Weeng (https://undertowgames.com/forum/viewtopic.php?t=7615) Credits also goes to Jekyll108 for the English version, used that as my base for modifications (https://steamcommunity.com/sharedfiles/filedetails/?id=1832473283) Modified by HitTheMan V2.0 Changes done; Translation; -Lightswitches -Tube Selection Switches, Aiming Lights/Spotlights -Arming Switches, Hatch Locks Submarine; -Lowered the Deck gun and placed the control Periscope inside the sub, added lights but low visibility (short range) -Added a 2nd Coil gun beneath the sub, with the periscope alongside the deck gun's one, same light configuration -Reorganized the inventory to be more pleasingly organized -Added a separate diving equipment storage next to the diving suits -Added a locker for weapons, with SMG, Revolver and 1x Toolbox of corresponding ammo -Changed the Engine Max Force from 3000 to 1000 (Slowest was toooooooo fucking faaaaaaast) -Changed the Ballast signal so that Two-Four will generate Buoyancy, just a matter of getting in there. -Changed the Ballast signal for every other button (One-Four, Three Four) to go to the level of water desired -Fixed/Added Spawnpoints to try to help with getting the roles we want -A lot of minor life qualities like engine dial speed, water detectors for ducts, etc -Settings of all Repairable stuff set to default + Deterioration Speed is now at 0.25 instead of 0.01-0.04
Daisy's Patched Smarter Bot AI(机翻汉化补丁)
by 76561198404582869
使用deepseek对text文件进行了汉化。 注意,汉化的只有选项的解释,就是将你的鼠标移动到选项上时出现的小字,不过也够用了。排序:将此mod至于原mod之上。
More Content For Europa - Basics Patch
by 76561198089364953
Hello friends, this is a patch to remove events, random encounters, new missions, and other factions from my original mod. The only things that will appear are the basics, such as submarines, wrecks, beacon stations, and outpost modules. The Templar faction will still appear in the menu, but it won't affect your gameplay, as this patch removes all Templar elements from the map generation. If I've missed any items from the original mod or you notice anything unusual, please let me know in the comments. It is mandatory to start a new game if you want to apply this patch. LOAD ORDER IS IMPORTANT More Content for Europa - Basics Patch More Content for Europa
Reddit Gold Medals
by 76561199100085989
changes the sprite for medals to the old reddit gold award
Barotraumatized Harpoon Expansion
by 76561198827722359
Adds 7 new harpoon variants Harpoon types: Acid coated Harpoon: Meant to be a early game use for sulphuric acid, deals normal harpoon damage + some additional acid damage. Combos well with EuropaBrew Spineling Spike Harpoon: Made from a spineling spike from a dead spineling, Very high pierce and high speed meaning you can hit targets though walls. Downside is it is very hard to recover. Demonite Harpoon: Meant to be a alternative to Psychorium Harpoons, Deals less laceration damage than Psychorium Harpoons, but deals significantly more bleeding. Humourous Harpoon: Bonk Incendiary Harpoon: Meant to be a lategame harpoon. Explodes on impact and deals large amounts of damage from fire afterburn inside the sub, deals significantly less damage when outside of the sub. Acid Grenade Harpoon: Meant to be another lategame harpoon. Explodes on impact dealing a moderate amount of damage, then releases a acid AOE in the area of impact. Fishers Harpoon: Meant to be used by people running melee: Deals a minisqule amount of damage, but deals a good chunk of stun and reels anything in, that is attached to the harpoon much faster than other harpoons. Mod made by: Code: Jimmy / Fastpopgun Assets: Mumfler-flumperdink/Artie
Atoura
by 76561199152160198
T24 ATOURA Lore This is the E.Q.S (Europa Quality Submarines) T series model "T24" tier 1 Atoura transport submarine. This submarine was used to transport minerals and metals alongside mine those said minerals and metals using explosives and other methods. Stats Price: 6000mk Recommended Crew Size: 4~5 Tier: 1 Cargo Space: 52 Crates Max Horizontal Velocity: 25.5 km/h Max Vertical Ascent Velocity: 19 km/h Max Vertical Descent Velocity: 10 km/h Fabricator ❌ Deconstructor ✅ Material Carrier Shuttle ✅ 1 Ballasts 1 Airlock 1 Docking Port 1 Coil Gun 1 Turret Hardpoint 2 Electrical Discharge Coils 1 General Alarm 1 Nuclear Alarm 1 Material Carrier Shuttle The Nuclear alarm goes off when a meltdown occurs. Recommended Biomes: - Cold Caverns - Europan Ridge Material Carrier Shuttle This shuttle is used to aid divers in carrying any material they find back to the submarine. This decreases going trips and increases carry capacity. The shuttle can be controlled from the drone control room below the gunnery. To deploy the shuttle, open the cargo door first via the shuttle navigator.
Russian Boomer Music [FIX]
by 76561198188660090
This is a fix to the original mod created by "ohotdog", I only changed the xml so it works with the "Jukebox music" mod. Required mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2831597994 Tracklist: - Agata Kristi - Kak na voyne - Alfa - YA sdelan iz takogo veshchestva - Alyans - Na Zare - Bi-2 - Polkovniku nikto ne pishet - DDT - CHto takoe osen - Dialog - Zayats v oblakah - Karnaval - Spasatelnyy krug - Kino - Gruppa krovi - Kino - Konchitsya leto - Kino - Kukushka - Kino - Posledniy geroy - Kino - Spokoynaya noch - Kino - V nashih glazah - Kino - Zakroy za mnoy dver - Kino - Zvezda po imeni Solntse - Kris Kelmi - Nochnoe Randevu - Kruiz - Krutitsya volchok - Lenigrad - Nikogo ne zhalko - Lesopoval - YA kuplyu tebe dom - Mihail Boyarskiy - Zelenoglazoe taksi - Mirazh - Muzyka nas svyazala - Mirazh - Nastupaet noch - SHufutinskiy - 3-e Sentyabrya - SHufutinskiy - Belye rozy - Splin - Liniya zhizni - Splin - Vyhoda net - Tehnologiya - Nazhmi na knopku - Viktor Saltykov - Belaya noch - YUriy SHatunov - Sedaya noch - Zemlyane - Trava u doma
A-9 Pinchgut
by 76561198319377360
Upon purchasing the manufacturing and development rights for the Armadillo transport submarines, Cooper & Co. Conglomerate began modifying their newly acquired fleet to expand business opportunities during the Coalition-Separatist conflict. One such avenue to grow financially was by converting the Armadillo 7 and 8 Series into a vessel capable of securely holding and transferring convicts and POWs between both sides of the Europan power struggle. The result... The Armadillo 9 Series. Shortened to A-9 and nicknamed the "Pinchgut," this submarine has seen various conversions to allow for missions involving bandit pacification, detaining of hostile submarine crews and transporting of convicts between feuding outposts. While armed with a varied and powerful arsenal and having lots of storage space, a committed crew is needed to outweigh the A-9's flaws such as its low manoeuvrability, hungry reactor and vulnerable brig. MODIFICATIONS: - Detachable 8-cell brig - Interrogation room - Expanded Armoury - Fool's Fall Pool™ - Infirmary - Increased weaponry - Lockdown and Alarm buttons EXISTING FEATURES FROM PREVIOUS 7 & 8 SERIES: - Crew quarters & Bar - Ease of movement - Two engines - Sabotage-Safe Reactor - Battery array - Carry capacity (NOTES: Stay limp when falling into the Fool's Fall Pool™ for the best results. Cooper & Co. Conglomerates' Retrofitting is not liable for the deaths of unconscious personnel/captors that drown/bleed to death in the Fool's Fall Pool™. As the captain, be sure all security officers are playing By the Book to earn the crew extra Marks for any captors they manage to imprison in the brig during their journey. Special shout-out to the creators of Cat Propaganda Banner Override mod, I don't take my submarine deep into Europa without my cat posters. Thank you fellow members from the Dead Space Necroposting™ Discord server for the fond memories and memes we've had in our previous Baro sessions... Let's continue the journey in a NEW sub now!) Safe travels! From Brody Cooper. CEO of Cooper & Co. Conglomerate.
Iran(Decoration)
by 76561198930496446
Barotrauma server with mod support
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