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Barotrauma Mods & Plugins
NT Blahaj Plus kooll edition
by 76561198369107723
Seeing as the main mod has bean deleted from workshop i guess this is the only one up right now (besides language patchs) so i plan to update this more and balanced and fix the "bugs" (aka broken code i added for fun) I will try and add some content updates every now and then, there was something i had planed for a different mod but ended up not getting to it, might just add it to this mod instead - Adds some talents and some reworks, a bit unbalanced at the moment but a update to fix some of that and some broken code (some was inteded just to mess around in a campaign i was in some time ago) Main changes: -added talent tree with a few talents, end being pressure immune (no o2 included so you need to keep moving with ram vent talent) -random useful items i grabbed out of other mod, should only be a flashlight unless i forgot something -alter can summon a few other things -posable optimization change, tho untested. Known "bugs" -skill gain talent always in effect even when not behind on levels -larger plushs being one-handed slightly faster -slightly stronger due to some value changed with the Blahaj got back -some one or the other talents let you pick both Todo: -fix broken code and bugs -balance a lot of things -add more sharks(?) -fix values for a few talents -(if posable) more optimization
Deo's Submarine Weapon Sounds
by 76561198089612280
This is a custom sound mod for the vanilla submarine weapons. This mod is only cosmetic and does not change anything gameplay related. I hope you like it :) Sounds were obtained from: Robz Realism (MOWAS2) Sounds FX (youtube channel) Bluezone Corporation And other heavily edited copyright free / royalty free sounds I could not find the origin of. If I used one of your assets and did not credit you then feel free to contact me or comment!
ItemIO BetterDeconstructorPush
by 76561198180773961
This mod is a subsidiary mod of ItemIO, which allows the output of the deconstruction table to be directly output to the IO box in the linked container Recommended to use with the following mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3406279065
SubTrauma: Monsters sounds
by 76561198275723547
this mod was originally created just to play with my friends, but then I decided to open it in the public And so, what does he even do? The mod changes the sounds of some abyss creatures and common monsters to the sounds of monsters from Subnautica, such as: -Crawler -Mudraptor -Mudraptor_veteran -Tigerthresher -Bonethresher -Hammerhead -Moloch -Watcher -Charybdis -Endworm Will there be others? It will depend on how lazy I am to do it :3 I apologize for the machine translation
Better Gun Sounds
by 76561198044185317
My friends and I aren't really interested in this game any more, so I am no longer interested in updating this mod. It will still work if you install the files MANUALLY. Changes the firing sounds of the Revolver, SMG, Shotgun, Handcannon, Deadeye Carbine, Boomstick, Assault Rifle, and Autoshotgun. Small mod made for my friends to use when we play, but other people seem to enjoy it, so here you go! Due to limitations with the way Barotrauma's mod formatting works, it has to be installed manually, NOT enabled through the in-game menu. Copy the sound files in (Barotrauma\Mods\Better Gun Sounds\Items\Weapons) and replace the sounds in Barotrauma's directory here (Barotrauma\Content\Items\Weapons). Then do the same with the sound files in Barotrauma\Mods\Better Gun Sounds\Items\Jobgear. Don't replace any .xml files! Credits: SMG: Half-Life MP5 Shotgun : Mirror's Edge Remington 700 Boomstick: Mirror's Edge Neostead 2000 Deadeye Carbine: Mirror's Edge MP9 Assault Rifle: Mirror's Edge G36 Revolver sound: Cry of Fear Taurus Handcannon and Autoshotgun sound: CturiX's Madness Combat SFX
BaroCraftables++
by 76561198268913024
Adds more (a bit overpowered) furniture to Barocraftables+ - Huge Steel Cabinet — Large Steel Cabinet, but even bigger - Storage Container Shelf Stores 10 Storage Containers Neat way to store other modded cases - Clown Storage Container Where could the prankser go? Provides no air but immune to pressure. Unlocked without talent - Void Storage Container — Huge suitcase that can fit even Large items. Extremely expensive and can only be stored on Contianer Shelf - Wardrobe — Small cabinet that can fit a lot of clothing - Diving Suits now glow in the dark Note: Duck suit is added by Dynamic Europa - Turret Hardpoint, Large Turret Hardpoint, Blank Loader are now made craftable. Other turrets are now un/in-stallable and deconstructable Placing turrets on outside is a bit glitchy. All turrets by default will have 360 degress view, since there is no way to change their viewfield. If your turret does not rotate 360, you can unlock it's rotation using a wrench (LMB) Don't forget to link turret to a loader. I recomend using Lua Linker - Made Shuttle Navigation Terminal craftable ...Anybody has ideas on what to add? Troubleshooting I cannot craft/detach/interact with *object name* Some other mod is overriding the setting from barocraftables. Thus removing any components added to said object (recipies, detachability, etc.) I cannot link turrets to periscopes Using Lua Linker set the property "Locker" to false (this helped a few people in comments) Report an issue I am welcoming any translations/suggestions/references
Hydroponics
by 76561198056852003
-This is a really old mod and it probably doesn't work anymore- Have your medics been yelling at you about not having enough opium to feed your crew's severe addictions? Are you out of bandages because you have a clown running around with a diving knife? Replenish your resources the natural way by growing mysterious alien plants in the safety of your own submarine! All you need to do to get started growing: - Add a Plant Processor to your favorite sub - Add any number of Hydroponic Planters - One normal deconstructor anywhere on your sub - Don't forget to connect them to power If you can't find these in the editor, restart your game after subscribing and checking the box in the workshop menu in-game. Also, try using the editor's filter box to search for specific items. You can start your submarine stocked with plants, or your crew can collect them normally from where they grow on cave walls. Once you have a plant, use it in the Plant Processor. Be careful not to leave seeds lying around, they deteriorate quickly!
Compact Bionic Modules
by 76561198155056927
A modular implant system for those who want to rise above the ordinary flesh. The system is completely cut from ERC Rebalance and adapted to vanilla for those who do not like the mod itself, or it is too unsuitable for your modlist. However, I still highly recommend trying it. And in Rebalance, bandits - NPCs will use CBM, as do players, this independent mod does not feature this. To install CBM, you will need to inject a paralyzer into the patient and install a neurointerface type I or II. Main changes of the mod: - 26 types of compact bionic modules, or CBM, which give a lot of advantages to the carrier depending on the configuration. - 2 types of neural interfaces, each with its own capacity and complexity of obtaining. Inserted into the slot instead of the gene splicer. - Wear of implants, contamination and malfunctions, which can cause a little inconvenience, but can be deadly! On high world hostility wear is faster. - Sterilizing solutions for cleaning damaged or dirty implants, which, however, will not be able to fix completely broken ones. - Health indicator lights as gene splicers for a more futuristic look of the crew. - Gold ore, improved circuits and processors - for crafting. Compatibility: - Mod is not compatible with ERC Rebalance, as it literally cuts out mechanics from there, do not use them together! - Mod will work incorrectly if any other mod overrides paralysis affliction - If any mod overrides humanhusk CBMs which can be activated manualy (like active camo) won't work, place it below Compact Bionic Modules Available mod translations: - Русский (Russian) - English (English) Editor and gamemaster items (by ID): - cbmiteminstantbuyable - gives out a random CBM. Will spawn in any case, even if there is no space in the container. - cbmiteminstant - similar to the previous one, but will not spawn the item if all the space is occupied. Convenient for writing in NPC or player sets. - erctainterinstant - editor item, pollutes all genes and CBM within a two-meter radius from the placement location at the start of the game. - cbm_taint_default - technical item. Selects a random CBM from the list and slightly damages it, contaminates it with high damage. Needed to simulate wear. Thanks for the help with the mod: Запас, #chernyi_natural Легат, YouTube Хахатунчик, YouTube 机器猫 (Chinese translation) To all players who took part in the ERC games!
The Backrooms 2.0
by 76561198036131464
Explore the unknown Meet your destiny Show low resolution gifs So, this is a modified version of the backrooms. Now it has a different story and slightly different dangers that lie in wait for those who are not careful. After all, who knows what might lurk around corner? At the end of a flight of stairs? Behind one of the few doors? And remember, don't stay in the red room for long. And, of course - no spoilers. Let those who decide to give another undermap a chance rejoice a little. Translations - rus, eng Used content (you DONT NEED IT to play this map): Backpacks - regular backpacks; ITA - lamp and hazmat suit
EK | Utility (Simple Tools Only)
by 76561198043952389
We want those laser bores and arc welders. Maintaining/Balancing for post 1.0 Barotrauma. Original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1946765892 If the original mod ever gets fixed, this will probably remain as a variant with different balancing. Don't enable both, this is standalone. At some point it may be a patch instead. Everything that remains: ekutility_reinforcedtank_weldingfuel ekutility_heavytank_incendium ekutility_miningdrill ekutility_metalfoam_tank ekutility_metalfoam_gun ekutility_ioncutter ekutility_sledgehammer ekutility_laserdrill ekutility_medicalbackpack ekutility_medicalscanner ekutility_arcwelder ekutility_hullrepairkit ekutility_electroflare ekutility_jetpack1 ekutility_miningbackpack ekutility_reinforcedtank_oxygen ekutility_reinforcedtank_oxygenite ekutility_rebreatherunit ekutility_jetscooter ekutility_smallshelf ekutility_mediumshelf ekutility_shellrack ekutility_craterack ekutility_storagecrate ekutility_crateblocker ekutility_materiallocker ekutility_cart_depthcharge ekutility_handtruck_reactorfuel ekutility_handtruck ekutility_divingsuitlocker ekutility_chargingdock1 ekutility_oxygentankshelf Notes: - Remember that it's Right click + E to place items. - Many of the infinite crafting XP loops are gone. You don't get 100% resources back. - Dense materials dupe resources, so they're off atm. I'll maybe add em back later. - The label printer would take a lot of work, I'm too lazy to do it. - Reinforced tanks are now very rare to find in wrecks, they were basically free titanium. - Items are affected by the mechanic tool quality increase talent! - Arc welders are slightly slower. - Laser bore's damage to creatures is slightly lower. - Laser bore's battery usage went up by 25% - Pulse cutter's damage matches original laser bore. - Pulse cutter has quality increases now, woah! - Mining drill's quality increases mining speed a lot. Reason to use it late game! - Sledge hammer bonks harder and flings further. - The electro flare takes a light component and a battery to craft but is brighter. - Rebreather unit is more expensive and consumes power faster. - The mining backpack makes you slower and can only contain small items/ore. If there's something missing that you loved in EK Utility original just lmk.
Telecommunications Mod
by 76561198067985351
This mod requires you to have Lua For Barotrauma installed or set as your Core Content Package. Sprites by Vertigo PvP gamemode not supported This mod adds a way to sabotage radio communications, radio voice chat and text radio chat will stop working when one of the devices gets damaged or rewired in a way not intended, every device requires power to work. Submarines won't come with telecommunications setup, so you will have to either fabricate the parts and build the telecommunications system or add it in the sub builder. Telecommunications Receiver This is the device that receives radio signals from your headset, it forwards all the data to the data_out pin, the data is useless without a Telecommunications Processor. Telecommunications Processor This device processes the signals received in data_in and splits it up in frequency_out, text_out, user_out and audio_out. Telecommunications Broadcaster This device broadcasts the data to all your headsets, takes a frequency_out, text_out, user_out and audio_out. Impersonation This mod also allows you to impersonate people over radio, by making them say things in radio that they didn't want to, but i won't spoil on how to do it, you will have to figure out it yourself with your wiring skills :) Makeshift radio If you have wifi component radio chat enabled in the server settings, you can use it to send chat messages without needing to have a working telecommunications, can be useful for emergency messages. There will be probably bugs, please report them!
[LK]Sd.Jgz-Stellarator
by 76561199347925768
Following the failure of the "Advanced Heavy Warship Program," the assignment realized the urgent need for a "sufficiently advanced and relatively reliable" vessel platform to restore its promises for military in advanced technologies, leading to the hasty inception of the "L200 Project." The assignment turned its attention to the then relatively mature rapid fission technology, culminating in the Sd.Jgz-180 and its impressive laser main gun. Although the Sd.Jgz-180 was quite successful as a technological experimental platform, its enormous fuel consumption, singular and cumbersome armament, and limited space rendered it a delicate, expensive, and non-self-sufficient ocean-going combat vessel. The "advanced" label conceals a misjudgment of the battlefield environment that was gradually shifting towards blockade and interception, the awkward fate of being born as an experimental model on the brink of retirement, and a meager record. INSTRUCTION: T2 Attack Volume: 39m*10m Item Count: 750 (excluding supplies) + 146 (drone) Price: 18000mk AND a OP version for 0mk,along with certain little toys This is a very irregular ship, please be sure to read the following instructions: 1. The ID permissions of this ship have been specialized. If you need to change this ship midway through the campaign, please purchase a new ID card from the station merchants. 2. This ship does not have conventional armaments; the main and almost only weapon is two laser lances. 3. The ship's supercapacitor can only support one shot for the laser lances, so it has almost no energy-storage function. The firing rate of the laser lances is entirely dependent on the output power of the reactor. 4. The ship is equipped with an ultra-high power reactor with an initial maximum output of 50000kw, but its fuel efficiency is only one-fifth of a normal reactor. Please use all functions with caution. 5. The ship's power grid has three modes: Cruise/Afterburner/Laser Lance(La-WS), which can be set using the second button on the sonar panel and the lever below the navigation terminal. 5.1 In Cruise mode, the voltage of main power grid is set low (default is 0.8, with the main gun firing rate at approximately 0.7 RPS in the un-upgraded state), and fuel efficiency is relatively high. The second small light on the upper right of the navigation terminal being off indicates Cruise mode. When docking at a station, voltage fluctuations occur in Cruise mode. Set the Cruise voltage to 1.0 or switch to Afterburner mode to avoid this. 5.2 In Afterburner mode, the voltage of main power grid is set higher (default is 2.0, with the main gun firing rate at approximately 1.7 RPS in the un-upgraded state), equipment(Like Engine) operate at higher power, and fuel efficiency is relatively lower. The second small light on the upper right of the navigation terminal being on indicates Afterburner mode. 5.3 With Afterburner activated, pulling the lever enters Laser Lance mode. In Laser Lance mode, when the main gun fires, the target voltage is set to the very maximum value (default is 7.5, with the main gun firing rate at approximately 6.5 RPS in the un-upgraded state(with full upgrades,it can reach 14 RPS). The main gun startup is slowed down, and fuel consumption is extremely fast. The second small light on the upper right of the navigation terminal and the main voltage meter flashing red indicate the Laser Lance mode. 6. The target voltage for each mode can be adjust in the terminal in front of the navigation console by entering "abbreviation+number", e.g: entering "VC1" to adjust the Cruise mode voltage to 1. 6.1 It is not recommended to set the Cruise voltage above 1.0. 6.2 It is not recommended to set the Afterburner voltage above 2.0, but a higher Afterburner voltage can allow the main gun to increase its firing rate sooner. 6.3 It is not recommended to set the La-WS voltage above the junction box limit (default is 8.0, increasing by 10% per each level, with the maximum level being 10.4) or the ratio of the current reactor maximum power and super capacitor charging rate. 7. When you upgrade the reactor's max output or capacitor's charging rate, you'll need to adjust the corresponding multiplier in the terminal, with the adjustment method being the same as the target voltage setting. 7.1 The reactor multiplier defaults to 500, increasing by 3% with each upgrade, and the engineer's "Buzzin" talent increases it by 10%, but you can slightly reduce this multiplier to achieve better voltage stabilization. The recommended multiplier table is: (without talent) 499.5/514.5/529.5/544.5//(with talent) 556/582.5//599. If you have added modules such as "Better Upgrades," you will need to calculate manually. 7.2 The battery default multiplier is 100, increasing by 10% with each upgrade, with the multiplier table being: 100/110/120/130. 7.3 The supercapacitor default multiplier is 48, increasing by 10% with each upgrade, with the multiplier table being: 48/52.8/57.6/62.4. 8. After flipping the small switch on the right side of the navigation console, you can activate the "Rapid Fission" mode on the sonar panel. The first small light on the upper right of the navigation terminal and the reacting temperature meter flashing red indicates that it has been activated. This mode adjusts the reactor control logic to temperature-control, rapidly consuming fuel (VERY VERY RAPID,no matter which grid mode you were in) to significantly increase reactor performance. When used with Laser Lance mode, it can greatly speed up energy charging, while,the adjustment itself takes nearly 20 seconds. 8.1Due to recent alert for reactors in version 1.7,DO NOT start/end a round with RF mode on. 8.2You may support the discussion#15362 on GitHub to ask FakeFish to cancel this alert. 9. Adjust the capacitor charging speed by adjusting the capacitor on the left side of the terminal. The capacitor is more durable when the charging speed is below 70%. 10. Press the hidden button to the right of the Laser Lance mode lever to switch the control of the command room periscope to the main gun override control/"Sextant" drone. 10.1 When deploying drones, tap lightly to detach the drone from the docking, and it will rise out of the shell after redocking. Do not press and hold directly to release the drone, as this will cause the drone to get stuck. 10.2 For specific usage of the "Sextant" please refer to: https://steamcommunity.com/sharedfiles/filedetails/?id=3353045523 11. The deconstruction platform on the fin right next to the lower hatch can be used for quick salvage of supplies. 12. The minimum operating voltage for the gene research console is 0.9, which cannot operate at the default cruise voltage. 13.SHALL NEVER BETRAY COALITION THANKS FOR SUBSCRIBE!
UnTAINTable Genetics (No longer maintained)
by 76561198259864481
--- My apologies to you all, but for now I will not be attempting to fix or maintain this mod. I took a long break from the game, including modding and I've no drive to figure out what has broken the mod. May fix it at a later date, but no promises. --- This mod was once unbreakable genetics, a simple mod to prevent genetics from breaking when removed from splicers or from breaking upon death. Now that the feature is basegame, the mod has been reworked. Your genetics shall no longer be tainted upon death. You'll find them in your body-bag in the same state they were in when you died.
Ningen
by 76561198093551621
Adds a new group monster "Abyss" Among the features: - He can climb onto the boat. - It can hurt if you touch it with your hands. - He sees almost nothing, but he hears damn well. - Stronger, more durable and faster than Charybdis. The monster was made according to an urban legend. They were allegedly seen by Japanese whaler researchers in the waters of Antarctica. This is my first mod for a creature, so mistakes in the AI of the monster are not excluded. Let me know if you find a mistake
Furry posters
by 76561198842674262
Some furry posters for you and your crew! This file contains some NSFW posters. All pictures were found on Internet in free use. Posters can be bought at outposts or colonies.
Better Defense Bot
by 76561199013216278
Introduction Revamp the Defense Bot visually and audibly. Experience a sleek new design and an turret that now resembles the SMG. With enhanced override visuals and sounds, your Defense Bot will look visually more appealing for sure! This mod changed the in-game vanilla sprite and sounds of the Defense Bot which is a part of mechanic talent, to the new sprite. The Mods Hello! Regarding the mod 'Better Looking Defense Bot', it will only have one variation which is a re-texture of the vanilla defense bot. The mod is designed to keep the vanilla stats for players who want a near-vanilla experience. However, for the other drone variants which in our plan, they will be introduced in a follow-up drone extension mod! This extension mod will still require you to have the original 'Better Looking Defense Bot'. Hope that clears things up for everyone! if you have any suggestion or problem leave em down in the comments, so I can help fix the problem! Thanks!
[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)
Bernkastel A50
by 76561198089427107
In-Game Description: The A50 Deep Sea Cruiser 'Bernkastel', was originally a transport ship, hauling minerals to the surface. When rebuilt into a concept military vessel, the engineers was able to use the existing loading drones and the pressure resistant hull for her new military purposes. Due to the repurposed hull and a practically unlimited budget, the Bernkastel is the one of a kind flagship of the later A50 models. Technical: Class: Deep sea Cruiser Size: 48x12m Cargo capacity: 24 crates Dry Weight: 9.063 metric tons Top Speed: 30km/h Dive speed: -18/+18 Weapons: 4 coilguns 1 Chaingun 1 Railgun 1 empty gun slot 1 depth charge launcher 2 weaponized drones (light guns can safely be swapped) Features: --Power:-- *Supercapacitor "balance battery" connected to power grid to provide extra sauce and absorb power spikes during high power usage *Large backup battery, diverge power towards critical systems during reactor downtime. (Done manually with switches) *The Oxygen generator can be turned on or off. o2 recharcges in diving suit lockers and o2 shelves only when generator is running! *Emergency lights automatically turns on during low power. (note, blackout due to broken junction box will not trigger emergency ligt. can be turned on manually by turning off interior lights) --Weapons:-- *Custom Proximity Sonar in the gunnery. Reacts to movement outside the sub in 8 directions. *Toggleable searchlights around the sub that follows gun movement. *Multi-Periscope in command, having access to all guns around the submarine. Enables the captain to see around and help in combat. *Drones have different settings and self-destruct feature. --Other:-- *Semi-open ballast tanks! Separated from bottom floor by large hatches, combining the easy access of the open tanks with the saftey of closed tanks. *Doors with automatic flood protection. Leave them open, they will close when detecting water. Proximity sensors will override the system if you stand close to the door, so no risk of getting trapped. *Before you ask, the "masts" are only background, they will not get stuck or block the guns. -----Changelog----- 1.2 - Fixed AI & Drones 1.1 added original link https://steamcommunity.com/sharedfiles/filedetails/?id=2550674852 1.0 Initial Release
DegreeRadar / Sonar [oClock Variant]
by 76561198062784838
//----------------------------------------------------- oClockRadar oClockRadar DegreeRadar //----------------------------------------------------- As requested, the Compass Degree & Cardinal version, bundled together as one. AKA: Degree & Cardinal positions on the Radar/Sonar terminal for more effective call outs. Does exactly what it says on the tin. Default sonar lines follow a different degree increment that matches the oClock layout. In this version increment per line is 7.5°. Manual installation Replace: Content/Items/Command/sonarOverlay.png with Mods/DegreeRadar/Command/sonarOverlay.png or the embedded image: Now get out there and use proper submarine terminology! //----------------------------------------------------- P.S. I know the filled black boxes are kind of ugly, I might go back and fix them later. P.S.S. Sail Side & Keel Side aren't actual terms, but rather an approximate best fit (The Sail is the bit that sticks off the top of subs, the Keel being the lowest structural component of any sea faring vessel). Aloft and Below were considered, but those reference space inside the vessel, rather than outside. P.S.S.S. The cardinals and degrees are familiar abstractions imposed on a fictional 2d space. Considering the affordances of the game space, these are best fit, despite being entirely nonsensical. In this radar, 0±360 is NORTH because we're following COMPASS degrees instead of GEOMETRIC degrees (in which case 0±360 would be on the RIGHT, where 90° currently is)
二次元萌化整合包
by 76561198024695627
整合了人气比较高的几个二次元MOD 主要原因还是因为大佬们的美化总是涵盖的方面太广,导致很容易和其他同样修改了物品的MOD冲突,所以才弄了这个剔除了绝大多数物品,只留下和衣服发型相关的修改 尊重原作者增加了依赖,但是本身并不需要使用原MOD,只加载这个MOD即可,感谢大佬们的努力,使用素材如下 莱德的二次元贴图替换 https://steamcommunity.com/workshop/filedetails/?id=2662997517 燕鸥小队美化 https://steamcommunity.com/workshop/filedetails/?id=2682479589 2JIEN++(纯净版) https://steamcommunity.com/workshop/filedetails/?id=2754367580 Waifu in the Deep v0.5a https://steamcommunity.com/sharedfiles/filedetails/?id=2655395672
More Unique Weapons 中文补丁
by 76561198264302063
汉化包简介 To players in other languages: this is a language patch for Chinese players! 由老虎脱粒机汉化组汉化 More Unique Weapons 的外挂汉化包,要连同本体一起订阅。仅包含 More Unique Weapons 汉化,不包含其他。 英烈榜:江某白(润色)、HDC(校对),佚名(汉化),你好(提取文本),炼铜(啥也没干,强烈谴责) 如果发现问题,请告诉我们,我们会即时修改。 以下为 Mod 原简介汉化版 还没搞,哈哈,回头让别人搞
怪物萌化迅猛龙
by 76561198192553358
Citrinitas
by 76561198199863069
Summary Frustrated with the state of submarines in the Europan seas, an enterprising designer set out to make a compact vessel that would let his small crew fully exploit the depths. A few self infliced wounds from a dementonite wrench and a half dozen bottles of rum later the Citrinitas was born. This vessel is armed to the teeth with ammo reserves to match. Advanced medical facilities enable genetic research. All of its functionality comes at a steep price however. Info Class: Scout (III) Cost: 33000 Size: 47x14 m Crew: 4 - 7 Storage: 4 crates, 27 ammo boxes, 42 railgun shells Armament: 2 x Pulse Laser, 1 x Flak Cannon, 1 x Railgun-Coilgun Combo Top Speeds: 30km/h x-velocity, 19km/h y-velocity Main Features Dual Railgun-Coilgun The forward railgun fires as a coilgun while m1 is held down. Double click to fire a single railgun shell. Firing the railgun puts the coilgun on a 5 second cooldown. A handy external text display shows the remaining cooldown time. Captain's Periscope The periscope in the navigation room is linked to six searchlights around the outside of the sub. Click m1 to cycle between searchlights while in the periscope view. Status Monitors For crew convenience there are multiple status monitors around the sub. Additionally, each status monitor displays the current fuel percentage and current depth. The values shown will change colour to indicate critical conditions: Fuel goes from green (100%) to flashing red (5%) and depth goes from green (depth<4000) to orange (4000<depth<6000) to red (depth>6000). Solitary Confinement AKA the "Patrick Bateman Room", there is a padded cell to the left of the medical room. A lever in medical allows the cell to door to be locked. Conveniently NPCs in escort missions will spawn in the padded cell where they can be safely kept to prevent them from roaming about. Smart Doors Doors open automatically on proximity. Automatic opening is disabled when water is detected in adjacent rooms. Airlocks close automatically and only allow one airlock door to be open at a time. Vast Armory This sub has a massive armoury suitable for all your ammo box hoarding needs. Strip every pirate sub bare! Fabricators This sub has every fabrication station, including a genetic research table for self sufficiency on long journeys without stations. Notes - A few people have said that the dual railgun-coilgun isn't functioning for them. This seems to be caused by the performance fix mod.
Mule (T1 Transport)
by 76561198054803043
Mule is a modification of a standard heavy lifter submarine model commonly utilized in mining, construction, and wreck salvaging operations. Modified with the same parts it used to salvage, the Mule was turned into a slightly more versatile Transport class vessel, compared to the original model. Filling the Transport class shaped hole in the selection of submarines you can start the campaign with, with medium starting funds, the Mule allows you and your crew to live that underwater trucker life from the get-go. You'll get the most out of the early-game cargo missions and will have a slightly easier time looting caves and wrecks (if any), thanks to the crate shelf installed outside, on the diving platform.
Barotrauma server with mod support
Install all mods directly from the dashboard with one click.
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