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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.
Admiral Job Fork
by 76561199134535658
A Fork of the Admiral Job Mod by @DoodleGarbage and @Emc_K. This new fork has mostly the same talents, but with a few minor changes. The Man Of Many Guns tree has been reworked. It Now Incorporates Enhanced Armaments, Enhanced Armaments: Fuel For The Fire Expansion, and Pile Bunker. The Makshift Rifle, Alien Rifle, Supreme Alien Rifle, and Rifle Overrides have been removed.
ESG Wanderer HE 1.0
by 76561197962393715
Europan Shipping Guild had acquired a number of Winterhalter submarines through a Coalition lend-lease program during the early decades of Europan colonisation. Rechristened as the Wanderer, it has incorporated the science quarters into the main ship as well as being modified to accomodate docking facility for a dive support vehicle. Modded for Hungry Europans, the crew quarters have been refurbished to make room for a mess and galley room as well as foregoing cargo room for a distiller and beer brewing machinery. Also a Head to for catering to the sanitation requirements of keeping the submariner crew operating efficiently. Features in a nutshell: -Dive support shuttle -Research terminal -Simple hull layout for easy access to all areas of the sub -Creature trap at the fore for collecting or capturing small creatures such as crawlers, raptors, threshers etc. -Dedicated Mess and Galley alongside Hungry Europans mod for another layer of supply management for running a campaign into the Eye of Europa Workshop includes 2 version of the sub. a T3 version that can be purchased for 22000 mks and a T1 for 8000 that you can take as the first sub of the campaign. Similar to the vanilla Winterhalter, it operates like any vanilla sub with two exceptions. -The shuttle is a two-person affair that needs the captain_id to unlocked and someone on the nav terminal to dock/undock the shuttle itself -The creature trap automatically opens briefly enough to draw in detected humans and monsters but has a switch to turn on/off. Located in medbay. -Periscope in science room also has a trigger for the hatch discharge coils. Used for stunning prey before dropping them in for someone to dispatch. -Service airlock located in ballast. Also needs to be unlocked.
Toolbelt +
by 76561198371772759
Adds an extra slot for storing general items and a slot to store a shotgun or harpoon gun. You can craft it by sacrificing a basic toolbelt and one organic fiber.
`全天赋天赋增强兼容
by 76561198872659853
Green Scavenger
by 76561198977113281
On board features : Vertical propulsion engine, low-power Coilgun, low-power Fabricator, crates for storage on top, Low oxygen production(2 pers max).
[RH] The Dot
by 76561198275706181
This sub is more than a microsub, its roughly the size of a component and yet fully operational. It works by letting you "ride" it using the magnetism exploit, though it may be a bit finnicky to stick. If you wanna check that out more have a look at my "Thinking with magnets" tutorial https://steamcommunity.com/sharedfiles/filedetails/?id=2948177264 This sub comes in 2 variants. one without a suit and one with one included, so you dont immediately drown. To control it, just click on the dot, a nav menu will open. Besides that its a silly little sub that can "techincally" be used to beat the entire campaign, though i can guarantee itll be anything but easy. Well enjoy, no refunds.
EKGContainers
by 76561198002738342
Type XXI Elektroboot
by 76561198005487135
"Designed after the 1944 German Submarine Type XXI. Noone really knows how it has made its way to Europa, but it was quickly adapted for use in Europa’s icy waters. It takes a unique approach, skipping the use of nuclear power generators entirely and only uses its 3 large battery arrays to keep itself afloat. Its main purpose is as a fast attack craft to hunt down monsters with its powerful armament, but Captains should always keep an eye open for the nearest station to recharge the batteries." Technical details: Price: 21000 mk Dimensions: 77x15m Class: Attack Tier: 2 Recommended crew size: 6 - 10 Armament: 3x Railguns, interlocked, fixed 2x downsized Double Coilguns, fixed 1x Chaingun, swappable 1x Turret Large Hardpoint 4x Electrical Discharge Coil 1x Depth Charge Tube Movement: Maximum horizontal speed: 31 km/h Silent Running speed: 13 km/h Maximum vertical speed: up 19 km/h | down 17 km/h Utilities: 1x Fabricator 1x Deconstructor 1x Medical Fabricator 2x Secure Steel Cabinet (Captain and Security only) 1x Toxic Cabinet (Captain and Medics only) I present to you my take on the Type XXI Submarine. I tried to keep it as close to the real thing as possible. Many rooms retain their purposes, but having it adapted for Barotrauma gameplay using only vanilla parts. Even though I kept the interior simple, I added a few features. Power: As the flavor text suggests, this submarine can't generate its own power. Instead, it uses 78 batteries and relies on outposts and colonies to recharge. The total capacity of all batteries is enough to run a few maps without charging. Seeing the amount of batteries, don't be scared regarding repairs. All but the top row of batteries don't deteriorate, and the rates and repair speeds for the remaining batteries as well as all junction boxes have been adjusted. 3 Status Monitor are available on the ship, to help the crew find damaged parts quickly without calls from the captain. Engine: The engine is a bit overtuned, but also requires more power to run too. Giving the limited amount of power available during a mission, I hope to find a good balance. The main reason to have the sub run so fast, was to have a chance to actually use its main weapons. Weapons: The two double Coilguns on the Bridge aren't anything special, the weapons are just downsized, with their fire rate reduced. More special are the 3 railguns hidden in the bow. The railguns are all connected to a single control. After firing, the control will switch to the next turret automatically, allowing a rapid fire of all 3 railguns in quick succession. Controls: In order to have a little more control on the submarine, especially when in single player campaign, the captain has tools installed next to the navigation terminal. The periscope to the right of the terminal is connected to 4 cameras to get a better look at the surroundings of the submarine. "Clicking" the trigger will switch between camera positions. In addition, the switch next to the periscope will allow direct control to the railguns in the bow. To the left of the navigation terminal, there are two levers. One allows the captain to switch the submarine into "Silent Running", limit the power to the engine to 20%, making the submarine more stealthy, and cutting power to all unnecessary devices like lights, status monitors and diving suit lockers, to preserve battery power. This will only be needed when parking the submarine to explore a cave or wreck, or when running the submarine in the Great Sea or Hydrothermal Wastes, as the amount of outposts are quite limited. The other lever disconnects the batteries from the power grid entirely. This should only be used, when most of the hull has been damaged and the submarine grounded. Even with Silent Running, the pumps will still have full power and will try to drain the leaking water. draining power from the batteries. Other: I know this submarine is very overpowered, but it was still fun playing it for testing. Especially when there is less than 30% of the battery capacity left, and I had to engage the Doomworm after already running 4 maps in the Hydrothermal Wastes, not knowing if the batteries will last or not. If you have any feedback or found issues with the submarine, please let me know.
路径导航无人机 PathMemoryDrone
by 76561198401426382
The new version has been released, please refer to the following link for details 新的版本以发布,详情见以下连接 https://steamcommunity.com/sharedfiles/filedetails/?id=3394666162 Path Memory Drone Use a large number of logic gates to realize the movement modes of various Drone Button function LeftUp (Double click Periscope to fire)Let the Drone hover at the current position or relative angle Left Camera angle LeftDown Save the current position as the path point rightUP Control whether the Drone is moving in the direction of circling the submarine or viewing angle right Enable path point recording rightDown Return to the position when the path point recording function is enabled(By waypoint feature) 路径导航无人机 使用海量的门电路实现多种无人机控制逻辑 按键功能 左上(潜望镜双击开火) 悬停当前角度(浮游环绕)或当前绝对位置(目视航行) 左 自由视角 左下 手动保存当前路径点(路径导航开启时) 右上 切换浮游环绕还是目视航行 右 开关路径点导航 右下 根据路径点逐渐返回开启路径导航功能时候的位置 Related links https://www.bilibili.com/video/BV1Yg411C7tr/ https://www.bilibili.com/video/BV18N4y1j745/ https://tieba.baidu.com/p/7956476415 https://tieba.baidu.com/p/7933186746
J2-2 Nuke station
by 76561198336215570
The old fishing company from earth decided too finnally setup shop in this station that the bought of of a dodgy guy. But nevertheless it is a good functioning station completely redecorated, and it even came with a free escape pod! although its not the prettiest and the battery certantly doesnt last as long as the other 3 escape pod it works! Weardly enough this station has a self destruct button while it doesnt contain anything that could cause harm if not nuked. -2nd entry in the J2 series
Dugong+ (Yekusai update)
by 76561198129537851
THE PERFECT SUB (LET ME KNOW IF THIS IS FALSE AND WHY)
SweetPea 4.0
by 76561198127702659
Recommended crew size is 2-8. Can go max speeds of 80kms.
Orca 2
by 76561198090430157
orca with gun on bottom and a brig in the security area
Blood And Rust Biome Renames
by 76561198081779107
Cold Caverns > Bone Caverns Europan Ridge > Limbo The Aphotic Plateau > The Marrow of Europa The Great Sea > Blood Ocean Hydrothermal Wastes > The Great Beyond Personal mod I chose to make public because I find seeing "Cold Caverns" while using Blood and Rust to be odd.
Robotrauma Remake [CN] 机翻
by 76561198329231296
Robotrauma Remake的机翻汉化文件 机翻后人工校对了一遍 但是由于作者第一次玩这个mod仍有错漏的地方 欢迎留言指出
Elliott's Genetics
by 76561198206429380
Hi there. This mod completely overhauls Mudraptor and Spineling genes to be much stronger and much more competitive VS the other genes. Tiger Thresher genes also got a small buff to be more competitive. Tweaks Mudraptor: No longer protrudes a beak Now gains a 10-50% resistance to bleeding and blood loss (due to how blood loss works this is effectively nullifying 75% of blood loss :o) Spineling: No longer has the worst fucking spines known to mankind. Now you gain 10-50% resistance to opiate and chem addiction and overdose. Additionally provides a 10-50% buff duration bonus. Does not protect against withdrawal symptoms directly Tiger Thresher Mostly untouched minus the fact that it now provides water flow resistance. 50% up to 90%. This is not specified in the tooltip due to technical limitations. This mod conflicts with anything that modifies Tiger Thresher, Spineling, or Tiger Thresher genes. This mod is balanced around vanilla (realtively). That is all. Thank you for reading.
Orca2 - QoL Upgrade by Auto_Potato
by 76561198851264586
I made some quality of life upgrades without affecting the balance of the Orca 2. This is my first time editing subs but I did what I think is the most important and what I can at the moment! 1. The command deck now has a periscope for viewing both above and below, switch using left click. 2. You can now directly access the command deck from the armory above. 3. Most doors have been changed to automatic, but you can manually revert them in-game. 4. The deconstructor and steel cabinet have been linked. 5. Diving suit lockers have been added to the command deck and the engine room. 6. A remaining fuel percentage display and an automatic nuclear reactor controller have been added. (Please place 4 fuel rods and set the reactor to manual mode. Other quantities of fuel rods can be used normally, but the display will be incorrect since I set it to divide by 4.) 7. Automatically shutting airlock installed at top and bottom of the ship. 8. You can launch depth charge via navigation terminal now. 9. Chairs have been installed in the captain's quarters, so you can finally rest your legs while piloting! Probably the most important upgrade this time. If you have any wishes or bug reports feel free to leave a comment! Much appreciated. ====================================== In-game description: Successor to the classic Orca series, this submarine boasts the same three-ballast setup which allows it to ascend and descend with only a moment's notice. Well armed and equipped for a scout vessel, Orca2 is capable of taking on all but the most dangerous denizens of europa.
AFNS Alicorn
by 76561198165756343
After 698 weeks spent under the ice of Europa without any contact from the stellar command, the military government voted and reformed the abyss colonies into the Abyss Federation. While this ensured the stability across colonies, it was a gamble as it confirmed some form of secession with the main space forces. To reinforce their standing on Europan affairs, the Federation started building ships slim enough to pass into tunnels but also powerful enough to deter. This lead to the Project Salvation, a project calling for a cruiser sized ship to allow maximum flexibility while also not letting down the firepower and armor. After months of designing followed by months of building, the Alicorn class was launched. The exact number of ships planned is classified, but Coalition intel suggests that at least half a dozen of them are already roaming the seas of Europa. The Alicorn class is a class of Submarine Heavy Cruisers boasting a fearsome amount of firepower for their size. Their main feature is their impressive 46cm gun, able to inflict nearly the same damage as a torpedo but with the advantage of being fired by artillery, allowing penetration before detonation. Rumors say the Federation are developing nuclear ordnance for this gun, if the rumors are true and they are successful, it would allow the ship to not only take on any threat and be victorious, but also give them immense political pressure with the ability to decimate outposts with a single shell.
Fife and Fiddle
by 76561198383956765
This is my first mod, just add a fiddle and a fife... Songs List: https://www.youtube.com/watch?v=zH1vSJ1Bd10 https://www.youtube.com/watch?v=5nEMAA0fwlM https://www.youtube.com/watch?v=eZ6Xd-T_gBQ https://www.youtube.com/watch?v=_zLnYtDNlEw https://www.youtube.com/watch?v=OYiCK2CHHMw
개인용 모드 한글화
by 76561198005928386
-Acolyte Job -Acolyte Improved Husks Patch -Anime Waifu -Anime Waifu Enhanced Armaments patch -Artifacts and Ruins Enhanced -BaroTraumatic -Barotraumatic Creature Pack -Baroverhaul - Classic -Blade Job Compact Bionic Modules -Combat Overhaul Legacy -Combat Overhaul Redux(COR) -DynamicEuropa -EnhancedArmaments -AN-94 for Enhanced Armaments -Harlequin Job -Improved Husks -More Level Content Neurotrauma -NT Cybernetics Enhanced -NT Grafting -Robotrauma -Safe Cracker -Separatist Job -SOFA'S CREATURES -天赋增强 - Talent Enhancement -The Diver Job -toomanybaro -Wreck Locator -阿比盖尔套装(갓그오 아비게일) -琪露诺装束(똥퍼 치르노) 东方潜渊行动组/Touhou Deep Sea Operation Team -표시는 갱신안한지 오래된거 파일리스트 편집해서 꺼내쓰면됨 현재 오버라이드 DynamicEuropa 기본 한글 수정용 KoreanShitFix
Cum Bucket [Mechtrauma]
by 76561198065237662
Coom Bucket is a submarine made to play with Mechtrauma mod and was made with a challenging campaign in mind (hence few items at the start). Preferred amount of crew: 4-10 people. Armament: - 2 small hardpoints - 1 large hardpoint - 4 discharge coils - 1 depth charge tube Specs: - +19/-16 kph vertical speed - 29 kph horizontal speed -16/24 cargo crate slots Features: - Boiler cut off switch - Batteries with about 5 minutes of running time - Crew and captain quarters - Goofy ass name Price: 17000 Marks
Devil Ray
by 76561198062558919
The Devil Ray is a state-of-the-art research & reconnaissance submarine equipped with an automated internal hazard monitoring system, ventral shuttle dock, spacious living quarters and offices, as well as a modern electrical installation for maximizing energy efficiency. It has been retro-fitted with adequate offensive capabilities in order to handle the harsh environments and creatures of Europa. Features: - Electrical grid split in 3 subsystems based on priority - Automatic oxygen control - Situation monitoring system in central room - Periscope switching between weapons - Shuttle included - Depth indicator in ventral airlock - Hidden rooms & loose vents for sabotage games - Designed for multiplayer & roleplay campaigns
Improved Husks Edited
by 76561198194421859
"Improved Husks" but with a few small changes to "humanhuskold" and "humanhuskdiver" for the sake of hosting survival servers. >"humanhuskold" won't lose items upon transforming, their inventory space matches the one for humans. This also means they can wear diving suits without turning into "humanhuskdiver", which makes them stronger due to buff stats given by gear + the special "fake death" ability. To balance this out, you can stun them and access their inventory while they are alive, making them easier to kill. >"humanhuskdiver" won't rust and turn into old plain suit husks. I removed this behavior because removing the suit slot was wiping the inventory save changes. Husk eggs and husk stingers can still spawn in the inventory by chance if there is space.
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