- Mods
- /
- Barotrauma
Barotrauma Mods & Plugins
This catalog lists 82,000+ Barotrauma projects from Steam Workshop. Entries can be server-side, client-side or required on both sides, and may include maps or other user-generated content. Check the linked source page, game-version compatibility and dependencies before installing.
Warthog
by 76561198032083394
Warthog The meme, the myth, The Warthog is a specialized medium sized (Dugong sized) attack sub. She is designed to take out large enemies and other submarines. She features a state of the art fixed forward firing Rotary Coil Gun that will shred Molochs and the hulls of enemy subs and Thalamus subs with ease. She shares many system commonalitys with the Vengeance. Role: Specialized Attack Price: 6,000 Mk Recommended Crew Size: 3-6 Vessel Strength: Moderate Vessel Maintenance: Minimal Recommended Difficulty: Moderate Recommended Crew Experience: Any Notable Features: - Rotary Coil Gun with variable fire rates, 600 RPM, 2000 RPM and 4000 RPM. - Captain's Lock controls on Rotary Coil Gun and fire rate control. - A trash chute to remove junk items from the sub. - Automatic drainage hatches. - Lock Down mode and blast doors over Armory and Medbay. - Variable security locks on Armory and Med bay. - Cameras in key areas that can be viewed from the Bridge. - Spot Lights - All items bought at outposts, their boxes will spawn in the Armory. - Custom IDs in the safe in the Bridge. The Green ID grants Captain Level access and the Red grants access to EVERYTHING but Captain access. - Almost all buttons in the Warthog have a description. Hover your cursor over the buttons to see the pop up to tell you what it does. (Understand that some mods may break this feature) Rotary Coil Gun DPS Break Down: 600 RPM is the DPS of 2 Coil Guns which is equal to 10 rounds a second. It is recommended to use this fire rate for most things. 2000 RPM is the DPS of 6.5 Coil Guns which is equal to about 32 rounds a second. This is best used against Molochs and other subs. This will empty the ammo cans fast. 4000 RPM is the DPS of 14 Coil Guns which is equal to about 70 rounds a second. This fire rate is absolutely insane and a complete waste unless you're fighting an Endworm. This fire rate will BBBRRRTTTTTT through 10 coil gun ammo cans in about 5 seconds. You have been warned. *For an extra broken experience, if you're running the EK Mod then be sure to use the Coilgun Laser Emitter ammo type that is unlimited. Variant Specifications: Warthog Standard Warthog. Warthog X Has Unlimited Ammo for the Rotary Cannon. KNOWN BUGS - When running the mod Sounds of Europa https://steamcommunity.com/sharedfiles/filedetails/?id=2347002377 Warthog trigger logic such as fire rate will not work correctly and some visual elements in screens will be broken. Button description pop-ups may also not work. - Do not fire the rotary cannon within 5-10 seconds of docking. This will potentially cause a "flip" in the trigger logic and make the cannon continuously fire until empty. If this happens you can correct this by firing from the burst setting in the navigation terminal in the bridge and redocking right away to "flip" it back. It might take multiple fire and redock attempts to correct. - In PvP, It can be very laggy on weak machines when both Warthogs go BBBRRRRTTTTTTT. It's recommended that the person with the best machine and internet connection host the game.
BLOOD AND RUST
by 76561198058190158
Inspired by iron lung. This is a biome and sound replacer along with making everything really rusty and gross looking. Music and sounds taken from Iron Lung and SOMA. Was going to be part of my curse mod but decided to make it seperate for people who dont want to use my human replacer. And yes I did try to change the water color through LUA and things like that but sadly barotrauma does not allow for custom water color and such... Quite a shame really... If you want the whole inventory UI changed you can just replace the InventoryUIAtlas with the one from this mod.(just make sure you make a copy of both)
Intruder
by 76561198034177726
The INTRUDER is a family of experimental submarines that have not lived up to their expectations. Moreover, during the creation and testing of a huge number of prototypes, a lot of good sailors died, for which the submarines of the Intruder family were called cursed, and excessively complicated automation and expensive components made these submarines too expensive to launch in a series. No captain in their right mind will board these submarines, so the surviving prototypes still stand in dry docks and are of interest only to tech hunters and street artists. I had a feeling that vanilla submarines were deliberately made as bad and uncomfortable as possible. At the same time, almost all of the subs from the community are super powerful, ridiculously cheap, overloaded with decor parts, and breaking immersion in the game. So I decided to make a few new subs for me and my friends. The mod contains four submarines and one shuttle (So you can start on Tier I sub and finish the game on Tier 3 and still be familiar with all the controls). The main focus was on convenience and giving the captain more control and awareness. I tried to keep the number of objects to a minimum to keep the subs performance friendly. There are also no cheat drones that annihilate everything in a row, super powerful reactors and engines or something like that, but there is an attempt to do something close to a vanilla game, but with a lot of improvements. For example, a docked shuttle receives commands from the main terminal and does not interfere with the control of the main submarine. What I mean is that if you are sinking then the shuttle's ballast will also fill up, if you are moving forward then the shuttle will also be moving forward. Yes, a banal thing, but I have not seen such an implementation before. Thanks to this, the attached shuttle helps the submarine move a little faster, and does not slow it down. Also, the shuttle can be disconnected from the power supply, which will save a little energy and will allow you not to break away for the repair of the shuttle's electronics. Simply type "power" into the terminal using the frequency 899 and the shuttle will be completely powerless. The junction boxes and reactor are locked, because if you disconnect the wires, then it will be impossible to understand this messy madness without the sub editor. However, all mechanisms remain unlocked, which gives a certain scope for the activities of your lovely clowns. Also, the submarines have a PSM (Power Save Mode), the ability to empty the ballasts, reactor meltdown protection, autonomous discharge coils, flood alert, fire alert, oxygen checking, global siren, the ability to switch searchlights in one periscope, the ability switch searchlights to a railgun, the ability to disable railgun control for the crew, a terminal with additional information, the ability to auto-isolate batteries to protect them from the energy loop, an additional battery-buffer for stable operation of control terminals, two temperature regimes of the reactor (4000°C and 5000°C), auto-control of the reactor, shuttle remote control, shuttle commands ("hatch" and "power"), and much more. Just a fast and comfortable shuttle. If you need to get out of this thing, just switch two levers and you can urgently leave it. It is also a great thing for recon and fire support. - Type: Shuttle - Price: 3500 Mk - Size: 10x3m - Cargo: Zero - Crew: 1-2 - Speed: X:29 Y:16 - Weapon: 1x Coilgun, 1x Depth Charge Tube The INTRUDER CDL (Compact Dugong Like) model was developed in parallel with the main project and is a weaker and compact version of the MK6. - Type: Tier I Scout - Price: 8500 Mk - Size: 36x10m - Cargo: 16 - Crew: 3-5 - Speed: X:25.6 Y:15.8 - Weapon: 3x Coilgun, 1x Depth Charge Tube The main prototype, with its own advantages and disadvantages. Although considered an attack submarine, the inconvenient location of the main gun calls into question the use of this submarine as a serious offensive force. - Type: Tier II Attack - Price: 25000 Mk - Size: 42x12 - Cargo: 20 - Crew: 4-7 - Speed: X:24.0 Y:15.5 - Weapon: 1x Railgun, 3x Coilgun, 2x Depth Charge Tube A completely redesigned and expanded version of the MK6. Many problems have been fixed, armor has been reinforced, and also, especially for this sub a new shuttle has been developed. - Type: Tier III Attack - Price: 35000 Mk - Size: 49x13m - Cargo: 20 - Crew: 5-9 - Speed: X:22.5 Y:18.1 - Weapon: 1x Railgun, 1x Dubble Coilgun, 3x Coilgun, 2x Depth Charge Tube This modification has become much faster than the basic MK7 version at the cost of lighter armor and a more greedy engine. So get ready for power problems. - Type: Tier III Attack - Price: 37500 Mk - Size: 49x14m - Cargo: 20 - Crew: 5-9 - Speed: X:26.6 Y:18.1 - Weapon: 1x Railgun, 1x Dubble Coilgun, 3x Coilgun, 2x Depth Charge Tube
Barsuk 3.1 (T3 Attack)
by 76561198054803043
13ARSUK (or Barsuk 3.1) is an obscenely cheap and very compact Tier 3 submarine, created by heavily modifying a Barsuk vessel. It has everything a submarine of its tier could need, in theory. Barsuk 3.1's compact layout is both its strength and its weakness. It's very easy to take care of and has generous gun angles, but if something manages to breach its hull, you won't have much space inside for combat. Any major breach also sends the Barsuk sinking almost immediately. Recommended for small crews. Tested with bots.
[VH] The Iroh [Modernized]
by 76561197970725190
Original Submarine by Quint https://steamcommunity.com/sharedfiles/filedetails/?id=2602920829&searchtext=iroh Overview: This is a fully updated Iroh based around changes to the game and sub design in the last few years. While many players have fond memories of playing the Iroh and almost everyone has played at least several sessions on it. The submarine has been plagued with a number of problems that have become almost legendary in the community, with debate about if some were actually intentional. Especially notorious for bots being unable to navigate the submarine or interact with the magnetic pressure screened diving bay. Changes and fixes: Waypoints fixed including the much maligned dive bay, bots and husks will now properly board and move around the sub without problems opening doors or hatches or unable to reach various sections. Whole submarine is now bot friendly and husks can scuttle up the diving bay ladder. Hull/Shell/Wall issues, Several sections had overlapping hull/shell causing breach issues. as the inner wall would breach as it was ontop of a shell piece, several sections were listed as AI no target meaning creatures would not try to damage areas like the front of the ship. The massive frontal blind spot was less of a downside as the no target redirected monsters into the firing envelopes of the top and bottom guns. ID Card normalization, The IROH used a special crewmate tag and old legacy id tags, this has been changed to idcard and id_captain,id_security,id_medic and etc. This was a huge problem if you changed from or to it during a campaign as the ID's would not match default or the majority of workshop submarines. Massive single ballast, the original ballast had such intense pump power that a hammer head in Barotraumatic or Let Them All In was able to breach the ballast and suffocate due to the pumps being able to keep pace with the breach. Ballast is now divided into three sections and 2 pumps were removed. Walkway added for quicker travel at neutral ballast level. Some but not many hidden compartments, with the traitor update these are far more important and several more were added. Frontal dive bay and artifact/lower dock had issues where you had to traverse the ballast to go to the lower docking port and the airlocks had no door interlock so both doors could be opened at the same time. Frontal airlock and artifact divebay/dock are now linked into a confusing T section airlock (neat!) Allowing easier docking. All airlock doors only allow one door to be open and the auto close mechanism remains in place ensuring both doors are closed when not in use. Additions: Toxcab size reduced and room made for a compact research bench. Several small cosmetic touches keeping with the theme of the original ship, Such as a couple advertisment/text on supply lockers so they don't look similar. A platform for the toxin cabinet and two more spots to put depth charges. As well as some drop shadow on several bold pieces of label text to make them pop more and be visual distinct. Some minor changes to location chairs weapon mount etc Bar now has a full cabinet for all the rum and protein bars you can fit in there. Making it a secondary social medbay.
Smarter Bot AI 自用汉化
by 76561198281202469
整理的自用合集:https://steamcommunity.com/sharedfiles/filedetails/?id=3569590288 以下是原文介绍翻译: —————————————————— 更智能的 Bot AI(Smarter Bot AI) —————————————————— 作者自认为这些改动能提升游戏体验,欢迎评论提建议! 部分机制用文字不好说明,已附上视频演示。 几乎纯服务端,存档任意阶段可安全添加/删除。 仅“配置界面”与“指令模块”需要客户端 Lua(默认关闭)。 必须安装 Lua for Barotrauma;请严格按安装步骤操作! 所有功能完全模块化,可在 ESC 菜单内开关/微调。 —————————————————— ✅ 当前功能一览 —————————————————— 1️⃣ 自动装备(Equip Items) Crew Loadout 按职业设定 Bot 应自动寻找/装备的道具与插槽。 Re-Equip Armor Bot 会检查背包,重新穿回被脱下的护甲。 —————————————————— 2️⃣ 战斗优化(Combat Tweaks) Pre-Spin Turrets 提前预热链炮等需要旋起的武器;可调节预热噪音。 Arrest Humans In Player Sub 设为“驱逐入侵者”的 Bot 会用手铐+眩晕武器逮捕敌方人类。 Prevent Attacking Handcuffed 绝不对戴手铐或瘫痪目标继续攻击。 —————————————————— 3️⃣ 清洁增强(Cleaning Additions) Purchased Item Crates 给采购箱设置自动指令:拆解 or 忽略。 Deconstruct In Bulk 拆解指令下 Bot 可一次性抱起整叠物品。 Only Use Ship Deconstructor 只要玩家潜艇内有拆解机,Bot 绝不去外部拆解机排队。 —————————————————— 4️⃣ 指令扩展(Orders)(需客户端 Lua,默认关闭) Avoid Wandering in Room 将当前船舱标记为“禁止闲逛”,Bot 不会随机进入,但仍会执行必要任务 。 Perform 命令 Bot 使用船上的乐器(手风琴、口琴、吉他、自行车铃等)。 —————————————————— 5️⃣ 更聪明的宠物(Smarter Pets) Eat Food In Inventory 宠物饿时会吃自己背包里的食物;可覆盖“主人在旁不吃”限制。 Bots Play When Idle 空闲 Bot 会定期逗弄附近不开心的宠物。 Cleanable Produce Bot 会捡起宠物粪便、几丁质、黏液球并放入花园容器。 —————————————————— 6️⃣ 反应堆优化(Operate Reactor Tweaks) Set Fuel Rod Amount 设定“启动反应堆” Bot 应保留的燃料棒数量。 Detect Autoreactor 若检测到自动反应堆控制器信号,Bot 只负责补充/修理,不再手动调功率,并会喊话提示。 —————————————————— 7️⃣ 天赋利用(Use Talents) Assistant - Inspiring Tunes 助理 Bot 会定期吹自行车铃/乐器,为附近船员提供全技能增益。 Assistant - Jenga Master 空闲时挨个交互容器,赋予“Jenga Master” buff,提高最大堆叠上限。 Assistant - Non-Threatening 生命值低于设定值且被攻击时,Bot 会“装死”倒地,2 秒后敌人不再锁定它(船舱着火/水淹时无效)。 Captain - Steady Tune 船长吹口琴,为附近船员提供精神错乱抗性。 Engineer - Melodic Respite 工程师弹吉他,给予附近船员长时间修理速度加成。 —————————————————— 8️⃣ 梯子修复(Ladder Fix) Bot 卡住梯子一段时间后会“自动轻推”,继续寻路。 —————————————————— 9️⃣ 单人静音闲聊(Mute Singleplayer Bot Conversations) 仅限单人,默认关闭。 关闭 Bot 随机闲聊与聊天气泡(同服务端“禁止 Bot 对话”选项)。 —————————————————— 🔟 更智能装载(Smarter Load Items) Bot 会更换手电、手持声纳等已耗尽电池/氧气罐,而非整件丢弃。 —————————————————— 不会给空物品首次装填,仅替换。 1️⃣1️⃣ 补给库存(Replenish Inventory) Bot 自行补充氧气罐、电池、焊料、弹药。 可限定为“Wait”指令时或仅停靠船坞时执行。 —————————————————— 1️⃣2️⃣ 使用家具(Use Furniture) Auto Use When Idle Bot 会像坐椅子一样上床睡觉;原版睡觉可缓慢回血,Neurotrauma 下可缓解脑震荡。 Stay In Bed If Hurt 受伤且安全时,已躺床的 Bot 不会主动离开(不会主动找床,只是不离开现有床)。 —————————————————— 1️⃣3️⃣ 船员留船(Crew Stays in Sub) 停靠前哨时,Bot 与玩家都始终在潜艇内出生,不会散落站点。
2JIEN++(纯净版)
by 76561198839927197
自己修改的莱德美化(改进型)mod纯净版,为了兼容其他的mod(比如“火力不足”)而诞生。 并且对站点npc进行了美化适配 和其他美化一起用会发生什么我不知道 2022/2/16:对脸型进行了大修,修改了深渊潜水服。 2022/2/23:修正了安全官头盔位置 2022/2/24:修改了小丑潜水面具,冲锋枪,手枪,手炮,登船斧等等 2023/4/18: 更新所有的文件数据到最新版
Jlobblet Tweaks + Into The Abyss Patch
by 76561198057259669
A compatibility patch between Into the Abyss and Jlobblet Tweaks Installation After installing this mod, make sure it's placed above both mods in the load order, and that ITA is above JT: Special Thanks Special thanks to Soup Girl for helping with the mod preview image.
Sonar Extension
by 76561198254477021
Sonar Extension Displays "Ore" and "Plants" on the sonar display as a highlight. The mod was created to simplify the search for plants for solo play. The Plant marker is 1.5 times larger than the Ore marker. See screenshots. Works without installing an upgrade to the sonar. (The upgrade will only sign the Ore type / Plants will not sign) The mod replaces the main game files: "medmaterials" "minerals" Adds a display parameter on the sonar, but does not change any other item parameters. Installation: The mod should be placed at the bottom of the mod list. In theory, it should also work with other mods that affect the files in the description above. Another version of this mod Sonar Extension Plants
Hazardous reactor + Enhanced armament patch
by 76561198029647236
Adds contamination immunity to apropriate headgear and diving suit Modify radiation resistance of hazmat & CRBN gear + headgear
Pray whale [ discontinued ]
by 76561198112730200
I made this horrifying creature to play with my friend thought sharing this to you would be fun too :) ** Pray whale is currently buggy and has goofy AI ** !!! update note !!! ------------------------- I stopped playing Barotrauma years ago, and I saw few people keep visiting my shitty workshop item So I felt like I need to rework the mod and republish. it works, but it will show a debug console filled with errors. You can ignore them So here it is. The CPR'd version of my old mod !!! also it doesn't naturally spawn anymore. you will need to spawn it through console (f3) : spawn (name of monster) cursor Praywhale Praywhalebaby Praywhalemineral ------------------------- Sprite sources: kindpng.com pngegg.com barotrauma's file sound sources: Freesound.com -Tritus -davudou -mjudo12 -JarredGibb -cclaretc I chopped down stock images of whales and drawn freaky stuff on them. -Adult Pray whale- Pray whale is gigantic sea creature that travel across the vast Europa ocean. Size: Gigantic - near big as charybids! Sight : Poor Hearing: Good - 8 times better than Europa bunny ( probably ) Health: Tremendous Speed: Fast ( very fast when aggro'd ) - extremely fast when provoked - Munch moloch when spotted Pray whale will actively chase the molochs and hunts. Pray whale gains health from eating - Curious about human activities Follow submarine and observe players doing deep sea stuff with diving suit Sometime curiosity goes to far and will headbutt your stuff - Really good hearing The whale also makes sonar to find its interests Really.hates.sonar - Protecc its babies even if you are shooting nuclear railgun at them, they will protect their child at best -Pray whale baby- young version of pray whale Size: big Sight : Poor Hearing: Good Health: above average Speed: Fast ( very fast when damaged ) - Munch smoll creatures they hunts smaller creatures than them - Like to adventure it will actively follow the player and observe what you doing ( so careful with that syringe in your hand filled with warcrime) even protect player sometimes! - Really good hearing they can hear really good. Completely freezes when they hears ear blasting sonar near them - Coward'y behavior If you put lil sting on him, he will swim away from danger - Crystalized Pray whale armor toughness is much higher than regular version very slow drops lots of useful resources <--------------------------------------------- Not yet !!!! - Super secret notes ▶ Their tough skin deflects railgun shells and highly reduced damage ▶ His inside is kinda soft. maybe you can fire some bullets in his mouth wink wink
Mudraptor Exosuit 迅猛龍外骨骼
by 76561198003443212
This mod added a new recipe to fabricate a Mudraptor style exosuit. Different look, but same stats. 模組增加了迅猛龍外骨骼的製作配方,外觀有異,數值相同。
Sea Cavalry Class - UAV Carrier
by 76561199231450026
The expansion pack has been released: SEA CAVALRY DLC Русский перевод: SEA CAVALRY 2 _(RU)_ (Спасибо @ RoCat за поддержку перевода) The new paint version has been released! The new ship has been repainted and replaced with new drones compared to the original version, and the hull has been slightly modified. (The attack mode of all drones is long press launch, the cannon has unlimited ammunition but needs to be recharged, the capacitor only allows 32 rounds to be fired, and the electromagnetic gun drone has unlimited battery, but it needs to be replenished after ammunition is fired.) The Sea Cavalry Class - UAV Carrier is a reconnaissance type unmanned aerial vehicle carrier with integrated reconnaissance and strike capabilities. It carries four drones that can be used to carry out multiple tasks such as enemy suppression, nest cleaning, obstacle clearance, and personnel transportation. —————This ship is a T2 reconnaissance submarine————— This module will be updated with a new version of drone mounting in the future Main parameters: Specification: 57 × 22 Number of components/structures: 2865/1311 (including all items and all drones) Including modules: hull+command center bridge+drone x 4 Price: 10000 marks Main functions Command Room: 1. Monitoring with switchable weapon takeover mode (click on "Monitoring Mode" on the screen to switch to "Weapon Mode") 1.1 In the monitoring mode, the ballast tank can be blasted by left clicking in the monitoring of the ballast tank (foam grenade is loaded by default) 2. The navigation terminal can control the following three functions: ① Open the hangar door of the drone (default closed to prevent enemies from entering) ② Switch whether the command room is raised or lowered ③ Switching between mother ship weapons to automatically fire 2.1. Attention: Do not have walls or drones blocking the lifting or lowering of the command center, otherwise we will not be responsible for causing the command center to derail or get stuck 3. There is a manual door that can be locked internally between the command room and the docking channel (upper level docking interface) to prevent station personnel from entering Drone: 1. Drones follow the double-click switching system, double-click to switch between mobile and attack modes 2. Drones can be piloted with passengers by clicking on the rudder icon (note: when piloting the drone for departure or return to work docking, the docking button below the seat must be clicked to successfully dock) 3. The drone weapon has an automatic mode, which can be switched by clicking the lever on the right side of the drone control room screen 4. The firing of the railgun drone follows the charging system. First, double-click to switch the weapon mode, and then fire it every time it charges (charging does not affect the automatic mode of the weapon) 5. All drone ammunition (ammunition itself set to unlimited) is based on supercapacitor power, except for railgun drone ammunition 5.1. The railgun drone only has 6 rounds of railgun ammunition (loading speed of 1 second per round), which needs to be replenished after being fired (the mother ship has a railgun ammunition transport elevator, which can be transported from the hull to the hangar) Detailed parameters Firepower: The shipborne weapons carried by this ship include: Mothership: Laser Cannon x 4 UAV: --Laser cannon drone x 3 (with 31 rounds of ammunition) --Rail cannon drone x 1 (6 rounds of ammunition) Both the unmanned aerial vehicles (UAVs) on this ship and the weapons on the mother ship have automatic mode, and the ammunition loaders for the mother ship's shipborne weapons are shared Protection: ① The hull size is 57×22 meters ② The average HP of the outer shell is 300 (200 for the command room wall), and the average HP of the inner wall is 100. There is a double-layer structure with inner and outer walls (the lower layer is not covered due to the hull configuration) ③ The upper deck of the ship has a defense shell with a health of 1000 and an indestructible hangar door. Mobility: Equipped with a large thruster with a thrust of 1700 and three ballast tanks, the maximum forward speed is 41 km/h and the maximum diving speed is 23 km/h. Basic equipment: ① Having processing tables, crushers, pharmaceutical tables, and research laboratories. ② Having 3 medical beds ③ Having 2 ship exits, 1 docking port, and 4 hangar entrances ④ Having one container and two containers, it can hold 20 boxes of goods. ⑤ All internal horizontal doors are waterproof doors, and vertical doors are automatic closing doors
PROTOCETUS -Civilian Ship
by 76561199231450026
PROTOCETUS-CLASS - CIVILIAN VESSEL A commercial transport submarine marketed by the Europa Transport Fleet to civilian operators. While slightly inferior in cargo capacity to the T1 "Camel"-class transport submarine, it compensates with enhanced maneuverability and superior weapon coverage, enabling efficient rapid cargo transfers between stations. █ T1 TRANSPORT SUBMARINE (NEAR VANILLA BALANCE) █ KEY SPECIFICATIONS Hull Dimensions: 45×13m ltems: 700-800 Structures: 592 Price: 9,000 Marks Recommended Crew: 3-4 █ DETAILED SPECIFICATIONS Armament: ◈ Rapid-Fire Cannons ×3 Deployed in upper two and lower one configuration for enemy deterrence and self-defense Control Systems: ◈ Navigation Terminal 1. Discharge Coil: Manual electromagnetic coil activation 2. Turret Lights: Turret illumination toggle Mobility & Protection: ◈ Speed: Horizontal: 33 km/h Vertical Dive: 22 km/h ◈ Armor: Outer Hull: 200 Internal Bulkheads: 100 (including black-filled zones) Equipped with displacement-monitored self-sealing flood doors to prevent jamming
NT Boxed Extended
by 76561198423060591
Boxed Sutures:containing 50 sutures 盒装缝合线,内含50根缝合线 Boxed Bandage,containing 20 times of bandage 盒装绷带,内含可用20次的绷带 Boxed Plastiseal,containing 20 times of plastiseal 盒装可塑人造皮肤,内含可用20次的可塑人造皮肤 Boxed Gypsum:containing 20 times of gypsum 盒装石膏,内含20个石膏 Boxed Drainage:containing 20 times of drainage 盒装引流管,内含可用20次的引流管 Boxed Needle,containing 20 times of needle 盒装气胸针,内含可用20次的气胸针 Boxed Tourniquet,containing 20 times of tourniquet 盒装止血带,内含可用20次的止血带
[AP] Kleber B4
by 76561198031436001
B4 version is fitted with coilgun at the back for extra protection of the crew. ═════════════════════════════════════════════ Версия B4 оснащённая магнитным орудием в нижней части для повышения защиты команды.
Suicide Revolver - Револьвер самоубийц - 自杀式左轮枪 - The Easy Way Out
by 76561198255769711
Adds stupid dangerous pistol with a barrel that points backwards. Almost certain instantaneous self-kill. Can you resist 1500 gunshot wound & 100 bleeding damage? Requires revolver round to function, it doesn't come loaded. It actually fires the round but does extra damage to the shooter (I cheated this bit using a 'statuseffect'). Revolver can be bought from merchants or found in wreck security cabinet. To spawn this item with cheats, type 'spawnitem suiciderevolver inventory' into the console. Compatible with all mods This mod may not be compatible with anything that changes the behaviour of vanilla revolver bullets.
[Old] EK Zephyr Mk-VI
by 76561198059085511
Being a large submarine, making updates will take a while so hang tight Zephyr Mk-VI Military Supply Vessel Designed as a military fleet tender and transport vessel, the Zephyr class of submarines combine moderate cargo capacity with a suitable complement of weapons to hold their own against underwater threats. Its powerful engines and large accommodation for crew and supplies make it a favored vessel among wealthy explorers. Role: Transport (Military/Expedition) Price: 25,000 Mk Recommended Crew: 8 - 16 Size: 71x14m Vessel Strength: High Vessel Maintenance: Standard Recommended Difficulty: High Recommended Crew Experience: (Any, Intermediate) Notable Features: - Large Cargo Hold - Captain's Room - Engineering Bay - Medical Bay - Brig - Automatic Drain Hatches - Advanced Ammunition Handling - High Ballast Capacity Weapon Systems: - x2 Railgun - x4 Coilgun - Decoy Launcher - Discharge Coil
PPSh-41
by 76561198168954825
I think I don't need to introduce this gun anyone. specification base price - 200 (standard smg - 300) magazine base price - 50 (100) required weapon level - 30 (30) spread - 30 (10) spread when unskilled - 40 (16) magazine capacity - 71 (20) fire rate - 0.068 (0.175) bleeding - 8 (15) gunshotwound - 8 (15) internaldamage - 5 (0) stun - 0.1 (0.125) Have fun! And click here if you like sniper rifles <-- Or click here if want to test light machine gun <-- Or click here for Soviet banner <--
Secure diving containers and keycards (S.C.D.K.)
by 76561198075697378
Basically, this is meant to be an A.B.Y.S.S. warsuit update since it's only use is to add diving suits cabinets with id restrictions. But I also add some keycards that you might want to use without downloading the suit. Thus a separate mod. Read the contents section for instructions and what's included Engineer Matthias report: Well, I kind of oversaw how many people were going to use the suit originally. So much in fact that terrorist using our tech have been reported! I didn't expect this, but it can be fixed. These new lockers have an id password requirement, or as an alternative, a keycard slot to open them. Hopefully this helps out fight intruders trying to get their hands on a powerful military tech Contents: - 2 "new" diving suit containers. "New" because they are a recolour of existing items, with the difference of these being lockable. (Requires an idcard with the correct tag to open them) - 6 new keycards items. Literally just good looking pre-coloured idcards. You can't equip these in your idcard slot, but you can carry them in your inventory. When in your inventory (but not in third party inventories like a toolbelt or backpack) you can open anything with it's matching tags. Each has their own respective 'key' tag by default and can be edited the same way you edit idcards. - Now you can craft/deconstruct the keycards for half plastic! Note: Crafted keycards will only have their default 'key' and idcard tag. - 1 new secure container exclusive for keycards I know it's a small mod, but like I said, this was intended to be an update for the A.B.Y.S.S. warsuit. Hopefully you enjoy these keycards. They are great roleplay material! (I hope)
[AP] Taiidan
by 76561198031436001
Declassified project T-002 is an advanced solution for the safe transportation of important cargo to the most remote sectors. The capabilities of this submarine are often used for trading operations, bypassing the restrictions and prohibitions of the Coalition. An advanced search system and the latest EW stations provide exceptional camouflage, while hybrid guns can easily deal with most of the aggressive fauna of Europa. Role: Transport (tier 3) Dimensions: 44x14 Price: 31500 Recommended Crew: 5 - 11 Cargo space: 44 Recommended Crew Experience: Intermediate ═════════════════════════════════════════════ Рассекреченный проект T-002 - передовое решение в области безопасной транспортировки важных грузов в самые отдалённые сектора. Возможности этой подлодки часто используют для торговых операций в обход ограничений и запретов Коалиции. Система расширенного поиска и новейшие станции РЭБ предоставляют исключительную маскировку, а гибридные орудия легко справляются с большинством представителей агрессивной фауны Европы. Класс: Транспортная (уровень 3) Габариты: 44x14 Цена: 31500 Рекомендуемый размер команды: 5 - 11 Грузоподъемность: 44 Рекомендуемый опыт команды: Бывалые
Checkers Set
by 76561198143131186
Updated for Barotrauma Version: v1.10.7.0 Information A checkerboard and a set of pieces to play Checkers with. Enjoy with your friends! Checkerboard and all pieces can be fabricated from and deconstructed for plastic. Checkerboard is placeable similar to a small planter box (hold right click and press E to place). Additional Details - Checkerboard Kit can be deconstructed into a full checkerboard set.
EK Forked
by 76561198316798946
A forked version of all four EK Mods. It introduces modernization to many aspects of these mods, including optimizations, COL-style reloads to weapons, balance passes to bring things more in line with other mods like EHA, and so on. You can also append suppressors and laser sights directly to guns instead of needing to craft a billion different variants. Physical Marks are there for compatibility with OASIS Mod or Into the Abyss. They cannot be acquired in this mod.
New Baltic station
by 76561198398581594
~Semper viva Novum Baltic, ~semper viva Coitionem! By IFeelGreen /** * ;:::::########:##::::::::##::########:::::######:::########:::#######::::::#####:::##::::::::::## * :::::##:::::::::::::##::::::::##::##:::::::::##::##::::::::##:::::::##:::::::::##:::::::::::::::##::::::::::##::::::::::##: * ::::##:::::::::::::##::::::::##::##:::::::::##::##::::::::##:::::::##:::::::::##::::::::::::::##:::::::::::##::::::::::##:: * :::######:::::##::::::::##::########:::##::::::::##:::::::##:::::::::######:::::##::::::::::::#########::: * ::##:::::::::::::##::::::::##::##::::::##:::::##::::::::##:::::::##:::::::::##::::::::::::::##:::::::::::##::::::::::##:::: * :##:::::::::::::##::::::::##::##:::::::##::::##::::::::##:::::::##:::::::::##:::::::::::::::##::::::::::##::::::::::##::::: * ########::::#####:::::##::::::::##:::::######:::::::::##:::::::::#######::::::#####:::##::::::::::##:::::; */ > > > > > > > ... > ##Pressure outside: 684 ATM / , ... ##Temp inside: 13,5C, ##Temp outside: -0.5C ... ## Status: sandbox ... ##External communication channel: ## ... ##Local Beacon stations status: : OFFLINE* *. ... : OFFLINE* * ... : ONLINE ... ##Stribog 14 awaiting the crew at docking port No.1 > >Under almost 10 kilometers of ice surface of Europa, on depth of around 900 meters below ice crust, lays New Baltic station. One of legacy colonies of Europa, being constructed during first wave of so called Race to Europa from "Baltic" borehole shaft. Laying next door to "Apollo" point, now desolate SolExpress landing pad, it was major interest point in early stages of oceanic exploration. Home to native colonists from Earth, mainly Russia, Eastern and central Europe. Now becoming one of biggest, oldest and still habitable station of New Baltic Sector it holds many facilities, industries and shipyards, and being few of prestigious places hard working man can live in with high living standards. The station is divided into many sectors, most notable of which are: >Harbor (Docking ports, warehouses, shipyard, main airlocks) >Habitat (Main trade passage, gardens, dorms, shops) >Engineering and power plant sector (Engineering, reactor complex, juntion compartment, life support) >Administrative sector (Administration, armory, commanders quarters and bureau) >Clinic (Hospital, pharmacy, labolatory) >Abandoned (Sealed off legacy glacial tunnels and inactive beacon array)
Barotrauma server with mod support
Start your own Barotrauma server in just a few minutes.
Rent a Barotrauma server