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Barotrauma Mods & Plugins

82,000+ mods available Source: Steam Workshop ↗

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.

Hellsinger – Barotrauma Mod

Hellsinger

by 76561198028071870

The ship I made mostly to have fun with the editor. The name come from the song of the 3 depth charge it can throw at once if needed. Its overall balanced I think, no cheats, not already packed with stuff. Should be good to start a new campaign in vanilla. Nice things : - the nose is a shuttle with a frontal railgun - coilgun and chaingun at the top, coilgun on the bottom - no hidden electronics (only in walls but no invisible locked part) - an almost up to date manual to use a few command to control the ship - few hidden secret to discover and take over the ship when the captain refuse to stop playing the guitar - an autodestruction mecanism for when the crowd get out of control - nice commands to lock/unlock doors remotely - badly wired battery to keep engineers busy - airlock no more killing bots - cute Bad things : - hard to power - wonky homemade airlock at the bottom - big blind spot on the rear - a bit large

52 downloads Details →
Albatross-Class Container Ship – Barotrauma Mod

Albatross-Class Container Ship

by 76561198034284916

Large container ship with 176-crate cargo capacity in its main hold, split between the cargo crates and the shelves on the overhead walkway. The ship has a capable defense network between its three chainguns and rapid-fire bow mounted railgun. It also has wide area discharge coils that can be fired repeatedly, though doing so will rapidly fry junction boxes. The ship also features efficient reactor control and the ability to fabricate many items in parallel to further its merchant potential.

69 downloads Details →
Jorge Death Machine – Barotrauma Mod

Jorge Death Machine

by 76561198062703843

JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE JORGE

52 downloads Details →
OCE Tank – Barotrauma Mod

OCE Tank

by 76561198888370538

OCE Tank

58 downloads Details →
Scorpio 9 – Barotrauma Mod

Scorpio 9

by 76561198043911856

Description Scorpio-class Submarines are easily identified by their curved tail and railgun. They boast exceptional strike capabilities and above average agility. However, their dual reactor systems often lead to electrical instability. Data Model: SCR-P10 Scorpio-class Role: Attack / Strike Recommended Crew: 4 - 8 Dimensions: 40m x 15 m Displacement: 65 tons Maximum Speed: 21 km/h Maximum Controlled Descent Speed: 16 km/h Production Facilities: 1 Fabricators, 1 Medical Fabricator, 1 Deconstructors Reactor Class: 2x Price: 9999 MK Armament: - 1 Railgun - 2 Coilguns - 1 Discharge Coil - 2 Depth Charge Tubes Other Features - Hostile submarine detector (PVP variant only) Author Notes - Made for all game modes, campaign, missions, traitor's, and sub vs sub - Surprise, honkmother!

63 downloads Details →
SSN Erika III – Barotrauma Mod

SSN Erika III

by 76561197991943703

A fast attack class submarine inspired by ancient war designs. Albeit compact it does pack a lot of advanced systems and may require a more experienced crew to be used to its full potential.

66 downloads Details →
Станция Повстанцев – Barotrauma Mod

Станция Повстанцев

by 76561198093657725

Rage of the Myrmidons!

58 downloads Details →
German U-31.2 5 – Barotrauma Mod

German U-31.2 5

by 76561199045867511

Inspired by German engineering, mostly the same internals as a standard Dugong.

68 downloads Details →
Columbia [LEGASY] – Barotrauma Mod

Columbia [LEGASY]

by 76561198445339219

!!!RUS and ENG localizations!!! Columbia Shuttle mainly used by private individuals for trivial cargos or passengers transportation between stations Respawn shuttle role perfectley suitable for him, being that he have everything for a safe crew bring to submarine: 1) Available a peremeter protection 2) On the back of the sumbarine, there’s small magnetic gun for defense cargo and people from monsters, that’s chasing the shuttle. 3) Deep decoy for escaping from massive predators On the shuttle there’s equipment for 5 crew, as well as mediceines for first aid. Шаттл Колумбия в основном используется частными лицами для мелких грузовых, либо для пассажирских перевозок между станциями. Шаттл идеально подходит на роль челнока возрождения, на нём есть всё для того, чтоб безопасно довести экипаж до субмарины 1) Имеется периметральная защита 2) На корме имеется малое магнитное орудие для обороны груза и людей от монстров которые преследуют шаттл 3) Глубинная приманка для побега от крупных хищников На шаттле имеется снаряжение для 5 членов экипажа, а так же медикаменты для оказание первой помощи.

50 downloads Details →
Exploration Shuttle 3000 – Barotrauma Mod

Exploration Shuttle 3000

by 76561198038969360

With the expansion of the Super Shipping Company 3000 they have created a shuttle for mining, salvaging and general missions away from their main ship. Exploration Shuttle 3000 specs! 2 Coil Guns Remote Control Capability 1 = Transducer 2 = Shuttle Engine 3 = Pump 4 = Release Ship and Power On An airlock at the buttom Extra Storage and of course the colour Red to make it go Faster!

57 downloads Details →
Prometheus – Barotrauma Mod

Prometheus

by 76561198014160497

Small fast sub with 2 coil guns. Upd: Made a thumbnail in blender. =)

53 downloads Details →
More Biodiversity – Barotrauma Mod

More Biodiversity

by 76561198359943068

More Biodiversity Ever thought Europa's wildlife was a bit lacking and repetitive? Well I certainly did, so I figured id fix that myself. More Biodiversity aims to flesh out Europa's ecosystem with various new lifeforms based on the game's existing wildlife. All Creatures added by this mod have an implied placement on Europa's evolutionary tree based on my own headcannon. Currently the mod adds: 32 new creatures 3 new plants 4 new genes 30+ new items Future content I plan on adding many more plants and animals in future updates to give each biome more of its own identity. I will also likely be revisiting some older creatures that are starting to show their age both visually and in their design philosophy. Mod issues and compatibility This is my first ever mod mod for the game so expect it to be a bit rough around the edges in some places. Other than that this mod should be safe to add to your campaign without any serious issues. Adding the mod mid-campaign should also be safe, though I haven't actually tested this yet but I dont see any way it should cause issues. As for compatibilities, this should work fine with most mods as this doesn't override any base game content. Some mods may have creatures that happen to have the same name as mine which will cause an error trying to enable the mod. If you find a mod that causes this, let me know and ill add a unique identifier to the problematic creature to fix it. In the future I plan on making a compatibility patch for Hungary Europans adding new foods and meat types. You are welcome to make any other compatibility patches for this mod, just let me know beforehand and ill add it to a collection linked on the mod page. If you have encountered a bug or have any balance/feature suggestions, check out the discussions tab and leave a comment! DO NOT ADD ANY CONTENT FROM THIS MOD TO YOUR OWN WITHOUT MY PERMISSION If you would like to add content or fanmade additions to your own mod, please, please, DM me first for permission. Additional thanks and credits: The Ninja Scout. Help with ragdoll issues My friends: edragonman10, Lobsterman, Elynes, Zombiecrimsonkiller, Mayaforea, and ArrowArtz. Help with testing and feedback during our campaigns.

137 downloads Details →
天赋增强-船长全职业技能树 – Barotrauma Mod

天赋增强-船长全职业技能树

by 76561198241312146

天赋增强-船长全职业技能树 需要放置在 天赋增强上方 https://steamcommunity.com/workshop/filedetails/?id=2803561945

115 downloads Details →
Supply For Money – Barotrauma Mod

Supply For Money

by 76561198020062858

A simple mod that adds the ability to order supplies while navigating dangerous tunnels! Collect B-balls and simply exchange them through the navigation terminal using the LTC button! You can help with development by leaving comments. Thank you very much! B-balls can be obtained either by exchanging them for credits with merchants or from ship wrecks. For correct use, select the LTС version supply shuttle

99 downloads Details →
Bazimuth – Barotrauma Mod

Bazimuth

by 76561197990933350

This modpack is vanilla friendly and requires no additional mods. Content: - One new submarine: Bazimuth, a tier 3 scout based on the much-loved Azimuth. If you loved the Azimuth but wanted more cargo and facilities, this is for you. Description: This large scout submarine offers the same uncompromising standards and sleek design as its smaller cousin, the Azimuth. The additional price buys generous internal space, a versatile one-man shuttle that can serve as decoy, escape pod, or mining rig, a self-sealing command room, expansive turret coverage, expanded cargo holds, and dual fabricators. Key Features: - Carefully handcrafted sub with no exploits - Fixfoam-protected self-sealing command room - Versatile one-man drone with its own oxygen generator and engine (works as decoy, escape pod or mining rig, but it's fragile) - Dual fabricators for better self-sufficiency - Expanded cargo space and generous internal layout while still feeling like a scout - Main ladder runs all the way from top to bottom and connects to the drone - Two exits, top and bottom - Smart and realistic pump and drain placement - Slightly more hull integrity and system efficiency to match the larger size - Powerful, but energy thirsty engine - A small easter egg hidden in one of the ballast rooms The Bazimuth is priced at 42.000 credits. It faster than other subs its size The content is free to use, but please give credit with the following text: "Bazimuth was originally created by Ithkul"

107 downloads Details →
[移除空弹匣]Empty Magazine Cleaner – Barotrauma Mod

[移除空弹匣]Empty Magazine Cleaner

by 76561199063128597

你是不是也受不了潜艇里打完以后满地都是空弹匣、空弹药箱、废弃炮弹壳? 这个模组就是专门为这个问题做的。 Empty Magazine Cleaner 会自动移除那些已经彻底用完、掉在地上的废弃弹药物品,让潜艇内部更整洁,也减少你手动收拾垃圾的麻烦。 GitHub:https://github.com/SmallCoral/EmptyMagazineCleaner 功能 自动清理空弹匣 自动清理空弹药箱 自动清理部分已打完的轨道炮弹 自动清理部分已打完的深水炸弹/诱饵类弹药 安全策略 为了尽量避免误删正常物品,本模组只会处理: 掉在地上的物品 已经明显耗尽、状态极低的废弃弹药 不会清理: 背包里的物品 柜子里的物品 正常还能使用的弹药 适用场景 单人 本地主机 想让潜艇内部别被打完的弹药垃圾塞满的玩家 依赖 Lua For Barotrauma 这是一个小而直接的实用模组,没有复杂机制,没有平衡改动。 它只做一件事: 把已经没用的弹药垃圾清掉。 Are you also tired of your submarine floor ending up covered with empty magazines, empty ammo boxes, and spent shell casings after every fight? This mod is made specifically to solve that problem. Empty Magazine Cleaner automatically removes spent ammunition items that have been fully used up and dropped on the ground, helping keep your submarine cleaner and reducing the need to manually pick up trash. GitHub:https://github.com/SmallCoral/EmptyMagazineCleaner Features Automatically removes empty magazines Automatically removes empty ammo boxes Automatically removes certain spent railgun shells Automatically removes certain spent depth charges / decoy-type ammunition Safety To reduce the chance of deleting normal items by mistake, this mod only affects: Items lying on the ground Clearly spent ammunition with extremely low condition It does not remove: Items in character inventories Items stored in cabinets or containers Ammunition that is still usable Recommended for Singleplayer Local hosting Players who want to keep their submarine from filling up with spent ammo trash Requirement Lua For Barotrauma This is a small and straightforward utility mod. It does not add complex mechanics and does not change game balance. It only does one thing: clean up ammunition trash that is no longer useful.

105 downloads Details →
InvisibleAccordion (Game Accurate Version) – Barotrauma Mod

InvisibleAccordion (Game Accurate Version)

by 76561198165756343

Adds an accordion that plays the version of Invisible used in Metal Gear Solid Inspired by InvisibleAccordion

93 downloads Details →
泡沫雷pro – Barotrauma Mod

泡沫雷pro

by 76561199836564081

这个mod用来搭配夏攻号使用 The operation requires the following mods to work

70 downloads Details →
Epidemia content – Barotrauma Mod

Epidemia content

by 76561199159858948

МОД СОЗДАН ДЛЯ СЕРВЕРА: ДИСКОРД

65 downloads Details →
帝王海鞘 – Barotrauma Mod

帝王海鞘

by 76561198439825769

魔改官船海鞘,1500组件 有无限跳帮舱的无人机、船头自动破冰、魔改磁暴弹药 3分钟跳帮无人机使用教程: https://www.bilibili.com/video/BV1u5ccejEDf/?share_source=copy_web&vd_source=0898510ca921151371c5b03112021169 ========================== 另有饥饿欧罗巴版本

78 downloads Details →

Immersive Repairs MODIFICADO

by 76561198064089378

88 downloads Details →
AUMAKUA MK I – Barotrauma Mod

AUMAKUA MK I

by 76561198076915750

A slow, heavily armored Attack submarine with a focus on stealth and salvage operations, the Aumakua was designed around collaborative teamplay and is at her most powerful when her crew are working together. While the coverage from the dorsal and ventral weapons is imperfect, the sub is supported by three powerful Electrical Discharge coils and has an exterior gunport and a forward-mounted heavy weapon. All of this is supported by a robust and complex power system, as well as carefully placed damage control circuits. ________________________________________________________ Originally designed as a stealth quick-reaction dropship and stockpiled en masse against a war with Earth that never came, the Aumakua subs laid in wait, gathering dust in drydock warehouses and were all but forgotten when contact was lost. The profile of the ship was designed to present an organic cross-section on approach, causing Terran sensors to read them as Europan megafauna. The legacy craft remains unproved in combat scenarios, though some have been sold off to privateers and contractor crews who have retrofitted the aging subframe with modern systems and custom elements, and giving the vessel a reputation for effective stealth deployments and covert salvage operations. In those situations when stealth fails, the Aumakua is more than prepared to unleash an impressive degree of firepower from top, bottom, and forward weapons. With the added firepower from the custom gunports on the spine, the ship is particularly deadly to threats from above. The gunners for these weapons are supported by electrical discharge coils controlled by periscope. The Aumakua also sports three depth charge tubes, allowing crews to keep multiple options ready for deployment. -Features- Tags are not really setup, more or less everyone has equal access. 100% Vanilla Reactor: 5MW Battery Output: 6MW Battery Charge Max:5MW Electrical Grid Power Cap: 7.5MW Shuttle Navigation Terminal w/Mineral Scanner Cargo Crates: 8 (plus 4 that cannot carry cargo) Fabricator, Deconstructor, "Item Transfer System"Medical Fabricator, Medical Deconstructor, Research Station Three depth charge tubes with individual arming and fire controls; if armed and loaded, all three can be triggered at once from nav terminal The captain also has the ability to transfer throttle control to the engine room, allowing the throttle to be set at a fixed level for low-noise stealth operations. "Stow Weapons" circuit, to toggle off weapon light and stow weapon along the shell. Moving the turret will reactivate the light (or tap trigger for the exterior gunport). Motion sensor doors, motion sensor can be overridden by a toggle in the Armory or by detecting water on either side of the door The Aumakua's powered systems are broken into 8 circuits: NAV/COM - navigation terminal, two status monitors in cockpit and engineering Operations - Suit lockers, "Electrostatic Airlock" and lower docking port Pumps - bilge pumps and ballast pumps Weapons - supercapacitors and weapon lights Utility - lights and fabrication Engine Battery Recharge Oxygen Generator Toggling off any system using the attached lever will cut power to everything that falls under that system, as will allowing the junction box to burn out. There are two power modes; Reactor Primary - grid is powered by reactor, batteries take over if reactor goes down, and Buffer Discharge - batteries and reactor power the grid in tandem. Each mode has it's own benefits and downsides, Reactor Primary is more fuel efficient, but Buffer Discharge is best at absorbing fluctuations in grid load so it's usually the best option in a crisis. The reactor does not produce enough power to fully operate everything in the sub at full capacity, so under heavy load it may be necessary to power down some systems in order to keep other critical systems operating, as Buffer Discharge mode can only power the sub for so long before the batteries need to recharge. The Ops Airlock has two modes: Standard and "Electrostatic". In Electrostatic mode, both airlock doors can be left open as long as power keeps flowing into the ops circuit. If power fails while the doors are open, this room (the largest one on the sub) will flood. The Damage Control Display in the Main Passageway allows you to toggle the automatic duct function to four different zones of the ship, and displays pressure breaches on the lowest level. The ballast tanks have a "maintenance mode", toggling the lever in the tank will drain it and cut power. The growroom can double as a brig, use the included memory component to set the light color. I prefer to use the ops airlock as a brig though, since I've added a button to cycle the outer airlock door.

72 downloads Details →
Ghost's Faction Weapons (COLTO) – Barotrauma Mod

Ghost's Faction Weapons (COLTO)

by 76561198378258539

I completely revamped my mod COLTO into a more Vanilla based faction weapons and gear In total there are way more guns than displayed on the thumbnails, currently the total is 37 custom weapons, with 13 weapons each for the jovians and coalition (Including special weapons such a miniguns and rocketlaunchers) There's also a helmet and holster added, and another flashlight, The torch a cheaper alternative for the standard flashlight (Also attachable to guns)* I aim to keep everything close to vanilla, i try to keep the artstyle of the weapons and equipment as close to the original game. Although the lore i've written for the guns are self-made they stay inside the barotrauma universe as much as possible! *During the update of 17th April 2026, some weapons wont be attainable as I'm in the process of reworking the mod structure to be more easier to implement new things. Along with that, in the new update new guns have been added Such as Heat weapons (With more to come) - Coalition Weapons - Purchasable only by Coalition settlements - Jovian Weapons - Purchasable only by Jovian settlements - Antique Weapons - You can find these only in wrecks (Not available currently) this is a passion project that i wanted to continue because i started playing barotrauma again— updates are inconsistent, i'll hear people out who experience bugs or have ideas they'd like to see in the mod. Thank you!

65 downloads Details →
Sleipnir V1.275 EA – Barotrauma Mod

Sleipnir V1.275 EA

by 76561197995171657

Original: https://steamcommunity.com/sharedfiles/filedetails/?id=2857815160 !!! IMPORTANT !!! For reasons I cannot discern, the issue of the coilgun loader linked chainguns not firing seems to be related to Sounds of Europa being absent from the load order list Simply mounting and enabling the mod appears to fix it. Sounds of Europa: https://steamcommunity.com/sharedfiles/filedetails/?id=2347002377 Requirements: Enhanced Armaments - https://steamcommunity.com/sharedfiles/filedetails/?id=2764968387 Remove GUI Window Position Restrictions - https://steamcommunity.com/sharedfiles/filedetails/?id=3157899228 (optional, but recommended to ease window clutter) Along with any other addons required by the mods above. Changes: - Medical and Research are now both crammed together next to the helm - Containers linked to fabricators/deconstructor are now visible - All fabricators, except medical, are linked to the 3 first and second central large cabinets - Fabricator and deconstructor are now more visible - Slightly brighter lights across the sub - Mineral scanner available by default on the main terminal as opposed to being a separate terminal - In place of the research station the Enhanced Armaments fabricator, reloading bench, and prototype station were installed along with 1 large containers disguised as supply cabinet for organisation of fabricated items 14.05 - Disconnected the reactor from the custom controller due to it causing frequent undervoltage. Barotrauma default auto mode for reactors seems to work just fine. - Changed the electric discharge coils from motion activated to manual activation. This way crew members returning to the sub are not going to be stunlocked into oblivion by a creature that just happens to wander by. Unless clowns have seized the bridge. - Removed the diving suit locker next to the weapons and replaced it with an armory. - Added two extra diving suits next to the top airlock to compensate 28.05 - Swapped the position of the chaingun and electric discharge coil in the bottom right of the sub. Now the underside of the submarine is mostly covered by a small hardpoint. - Removed PUCS and combat diving suit. Having those right off the bat was a little silly. - Added an oxygen tank shelf above the two right hand suits near the top airlock - Replaced the weapons secured steel cabinet with a large steel cabinet - Unlinked the 3rd central storage cabinet from fabricators to remove UI clutter when using fabricators. Also, since it's not exactly explained To launch the drone you first hit the lever beneath the "Aux. Engine" monitor on the captain's terminal. The light above it will turn yellow indicating the drone is lowered and ready to be deployed. You control the drone exclusively with the mouse. When initially launched, it will be in piloting mode. Move the crosshair in the direction you want to go and hold down left click. Switching between shooting and piloting is done by double clicking. While in shooting mode you will be stationary.

84 downloads Details →

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