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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.
S-619 Legionnaire
by 76561198414191539
S-619 Legionnaire History The S-619 Legionnaire is an attack class submarine crafted by WICK Corporation. It serves as the backbone of the corporation's military presence in the depths of Europa. While not adorned with cutting-edge technology, the Legionnaire embodies reliability and adaptability.The Legionnaire stands as the stalwart symbol of WICK Corporation's influence and strategic prowess in Europa's challenging aquatic terrain. This Legionnaire, designated 2665-0619, has been selected to complete a critical mission for WICK CORPORATION. And it’s for you to discover it in the Mission Briefing terminal. Characteristics -Class : Attack -Price : 8000 -Tier : III -Recommended crew size : 3-8 -Dimensions : 50x20m -Cargo : 24 slots -Speed : 20 knots -Diving speed : 10/20 knots -Ascending speed : 18 knots -AI friendly -Vanilla version -5 small hardpoints -1 large hardpoint -2 electric coils -2 depth charge launcher -2 optic guided nuclear torpedos -Fabricator -Medical fabricator -Deconstructor -Quarantine room Main Features -PULSE Active Protection System (can be turned off for balance purposes) -Safety doors -Self-destruction procedure (activated via the terminal in the command room) -The cargo hold can be flooded to dive faster -2 optic guided nuclear torpedos (assault fuse can be activated) -Torpedoes can now be easily rearmed -Ballast drain lever -U-3 Cargo Elevator -Escape Pod E-1 -2 windows with armored curtains (closes automatically when water is detected) -Submarine can be locked from inside -Drains power from stations -Railgun safety -Bumper -Holographic depth display -Crew quarters -Highly detailed submarine And more… WICK CORPORATION : « Risks Worth Taking » If you like this sub, you can also check this out : https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3296695037
Skitter (T2 Transport)
by 76561198054803043
A compact transport submarine, Skitter is best known for its high horizontal speed. Using its battery-powered auxiliary engine, it can escape unfavorable situations and deliver cargo in record time. The batteries are controlled from the small terminal in the command room. The auxiliary engine can be activated from the navigation terminal, regardless of whether the batteries are also powering the rest of the submarine or not.
arknights明日方舟海嗣任务
by 76561199087031650
新增加了4个任务。需要找到站点NPC接取。 新增加了6种不同画风怪物,与任务有关。 当前为测试版,可能出现一些bug,
Talent Genetic Research for Everyone
by 76561198044066389
Whenever a Medical Doctor unlocks the talents "Gene Harvester", "Gene Splicer", "Blackmarket Genes", or "Genetic Genius", unlock the same talent for every other non-doctor crewmember. Whenever a Medical Doctor unlocks the talent "Bloody Business", unlock a separate, nerfed version of the talent, "Bloody Business (Other)" for all other non-doctor teammates, which only gives a chance to loot extra Alien Blood, but doesn't have the Psychosis effect reduction on applying Alien Blood. Have you ever played a small player count multiplayer campaign, and felt that you were missing out, because none of the human players was a Medical Doctor, and you couldn't utilize most of the Medical Doctor's Xenologist talent tree, because it requires interacting in ways that bots are incapable of doing? Well, miss out no longer! This mod gives every crewmember most of the talents of the Xenologist tree, allowing for harvesting of Unidentified Genetic Material, and then efficient research of UGM, even without a player-controlled Medical Doctor. Compatibility This mod overrides the talents blackmarketgenes, bloodybusiness, genesplicer, geneticgenious, geneharvester. Any other mod that overrides those talents probably won't be compatible with this mod. Feedback welcome. ^_^
常用功能电路合集
by 76561199028824983
列举了一些游戏戏中可能会经常用到的电路,方便大家造船时根据需求直接取用,比如:长按触发、连击触发、蓄力触发、多切电路、角度切炮、自动切炮、目镜驾驶等58种电路。 都是基本或低复杂度的电路,较为容易看懂和挪用。该合集并不很全面,但会不断更新和完善。 由于全是个人经验制作且赶时间造船,没来得及参考其他大佬更优秀的设计。所以如果某些电路有更好的替代方案,就无需使用这个合集里面的电路,或直接提出宝贵的建议。
Icebreaker
by 76561198125647169
Your own cozy icebreaker. Features onboard 2 small turrets (+1 vacant), 1 large turret, 2 discharge coils, periscope controlled depth charge bomb tube, automatic supercapacitors, fabricators and deconstructors, vending machine, cabins with bar and disco lamp, private restroom, brig for your military prisoners (or hostages), remote controlled drone ("Tadpole" suitable for exploring the caverns and supporting divers team), dendrarium for planting plants, security and ballast cameras, emergency pumps (high power consumption, fast water pumping), intelligent ballast water distribution, automatic doors, intelligent gateway, automatic smart power system. Characteristics Price: 20,000mk Class: Scout Level: 3 Storage capacity: 12 boxes Recommended crew size: 5 - 8 people Recommended crew experience: Experienced Max. reactor power: 10000 Max. stock consumption: ~8000 pumps: 1200 emergency pumps: 1800 workbenches: 1100 controls: 510 oxygen: 800 lighting: 100 spotlights: 200 engine: 2000 Max. stock speed: 22 in ~20 seconds Max. drone charge: sufficient Neutral ballast level: 0.45 Credits Kr1saL (Switching disco lamp), Pspritechologist (Smart Ballast Control), Nerro (Fully Automated Supercapacitor), kwogger (Ultra Optimized Perfect Airlock), BoomMicGuy (Security Cameras), konserw (SuperPower); Psyduck, ranch, Ammonium, Nekolay, amphibian, jia, ruberine (Decotrauma).
Mazara
by 76561198039499788
Summary The Mazara is a high-tech, high-security attack submarine for captains that are unable to trust their own crew. The vessel is split into two modules: the command module in the front which houses the navigation systems, and the service module in the back which houses the reactor, engine and most other systems. A monorail connects the two modules, which the captain can lock at their own discretion. The vessel is highly armed, with internal surveillance, but its long neck creates a very weak point. Core Features - Integrated monorail: The two modules are separated with a monorail (internal shuttle). - Surveillance system: The captain is able to monitor the crew via cameras placed inside the submarine. - Advanced airlocks: The airlocks attempt to pump water in/out to match the pressure. Background This is my second published submarine, and my first attempt to build something that doesn't just "work" but is actually a bit interesting to play on. You might recognize the monorail idea from another submarine called Kirstu, which I've taken heavy inspiration from. The main idea about this submarine is that it is built to be used on high-security missions where crew sabotage needs to be prevented at all costs. The monorail may be locked in place by the captain, preventing all access between the two modules unless someone puts on a diving suit and swims the entire way between. Because of this, any attempts to hijack the command module (where the navigation systems are housed) will be much more difficult. At the same time, any attempts to retake a hijacked command module will be equally as difficult. The captain also has access to a surveillance system, which allows them to view key areas of the submarine without having to physically move between the two modules. A total of seven cameras are available through the periscope in the navigation room, which may be cycled between by pressing the fire button. There is also a small brig in the security room that unruly crewmates may be placed in, by default this room is set to open in case of excessive flooding. Guides 1. Monorail 1.1. Usage The monorail cart has two states: 0 (service module) and 1 (command module). It will move to the module corresponding to the state that it is in and attempt to dock with it. To change the state you may press the button inside the cart, which works as a toggle. You may also press the buttons in either of the two terminals, which send a signal through a public WIFI channel (766). Additionally, the captain's terminal may be used by entering the command 'set state '. 1.2. Locking mechanism The monorail cart's locking mechanism has two states: 0 (unlocked) and 1 (locked). When the cart is locked, it will refuse all commands to change its state. To lock/unlock the cart, a signal is sent through a secure WIFI channel (default 767). You may use the buttons in the command module, which works as toggles. You may also use the captain's terminal by entering the command 'set lock '. It is advised to change the default WIFI channel to another one, as unauthorized signals may be sent by other crewmates. To do this enter the command 'set channel ' in the captain's terminal (values 0, 1 and 766 are reserved for other functions). If for some reason the secure WIFI channel becomes desynchronized between the submarine and the cart (for example if a malicious crewmate changed the secure WIFI channel without permission) it may be necessary to manually reset it. Follow these steps to manually reset the secure WIFI channel to the default (767). - While having the captain's ID card equipped, press the 'RESET CH' button in the monorail cart - Enter 'set channel 767' in the captain's terminal 1.3. Battery The monorail cart uses two internal batteries to power its lights, pump and engine. If the batteries depletes fully it will be unable to move between the two modules. To avoid this occuring, the cart will refuse all commands to change its state if the batteries have a combined charge of 25% or lower. However, if for some reason the cart runs out of battery when it is moving between the two modules (for example if the batteries break or if something is blocking it), it will be unusable until it is able to dock again for a much needed recharge. To dock a cart that has run out of battery, you'll need to use the submarine itself. Move forward and the cart should move backwards due to inertia, and vice versa. Keep one thing in mind though: say that the cart was moving to the right (command module) when it became stuck, then it will likely still be stuck in that state. Because of this, it will be necessary to force the cart in the appropriate direction, as it will refuse to dock with the opposite module. If you're unsure which module the cart is attempting to dock with, look at its docking ports, one of them should have a dim red light activated while one should be completely dark. The one with the light activated is the one you should attempt to dock with. Known Issues - Pathfinding: AI crewmates will have a hard time navigating the submarine, as they are unable to use the monorail. AI crewmates also appear to get stuck in the airlock currently, a redesign will likely be necessary to resolve this. - Shuttle hull misalignment: During one test run, the monorail's hull objects appeared to become misaligned from the actual walls and items. This caused unstoppable flooding if docked with the service module and an invisible one-way wall if docked with the command module. I have no idea what is causing this, but it appears to be rare.
Old Ness Melee Pack
by 76561198009131721
Prepare seafarers, for another voyage! This content pack was made for DRK's current campaign upon the SSN Old Ness. It contains melee weapons that serve to fill niches in mechanics and roleplay, along with some wild cards for specific characters unique to our campaign. This content pack is campaign ready. All items should be available through crafting or purchasing at specific station types. "Brady's Thinkin' Hatchet" ==================== A legendary Physicorium hatchet, with a smooth walnut handle and a high dismemberment chance. Can also be used to break down doors or hatches upon use. Possesses the qualities of the Meat Cleaver in Thalassophobia, meaning you can use it to chop up victims into assorted cuts of meat. "Bonk the Destroyer" ==================== A legendary Ash baseball bat said to of been imported from Earth before The War. Although clearly worn, it holds polish and packs a punch. "The Monkey Wrench" ==================== Legendary big wrench. For big wrenchin', it work like a wrench do. Better for wrench bashin' though. "Dread Captain's Cutlass" ==================== An elegant weapon, for a more civilized age. Custom commissioned for the esteemed Captain Vyrona, this legendary Physicorium Zweihander is as deadly as it is menacing. Use at risk of manslaughter. Machete ==================== An immediate upgrade to the diving knife, can be dual wielded to rip things to shreds. Fire Axe ==================== Can be used to break down doors, hatches, walls, floors, or ballast flora in case of emergency. Credit goes out to Videogames for their Hatchet texture and original code from EK Armory, for I wouldn't of been able to figure out how to make melee weapons without it. Special Thanks to Lord PuttPutt for helping me get the functionality of the Monkey Wrench to work as a normal wrench!
Factional Subs Dugong
by 76561198166923869
Since there is indeed was at some point in time at least a demand for factional submarines, i FINALLY bring you, factional Dugongs.
T.S.M特遣舰-山河号(不再维护)
by 76561198220228133
Machine translation 英语不好,所以英语部分是机翻 有些mod会导致声纳面板(大小调为0.2)、轨道炮(大小调为0.3)和潜望镜大小(大小调为0.4)、电磁线圈耗能(耗能调为100)变回原来的参数,进编辑器手动调一下就好了 Some mods will cause the sonar panel (size to 0.2), rail gun (size to 0.3) and periscope size (size to 0.4), electromagnetic coil power consumption (power consumption to 100) to change back to the original parameters, into the editor to manually adjust it will be fine T.S.O.M特遣舰-山河号 T.S.M Task Force-Bordery Frontier 参数:49*13 Parameters: 49*13 运货量:30箱 Shipping volume: 30 boxes 武器配置:四座双联电磁枪(平衡了射速)+两门轨道炮 Weapon configuration: four double electromagnetic guns (balanced rate of fire) + two rail guns 上浮下潜最大速度:18 Snorkeling and diving maximum speed: 18 标准最大速度:44 Standard maximum speed: 44 开启曲率引擎时速:100(得益于宿怨科技的支持) Turn on the curvature engine speed: 100 定位:护卫舰/突破舰 Positioning: frigate/breakthrough ship 两个带锁门门禁只有船长和安全官有权限 Two lockable door access only the captain and security officer have access 推荐搭配怪物mod使用,比如BaroTraumatic Recommended for use with monster mods, such as BaroTraumatic Nightmare 在经过探渊者行动后,奇迹之海惊讶的发现自己的造船厂里还没有一艘船可以到达渊洋之底进行回收日志的任务。于是在这种情况下,开始着力建造一艘属于自己的特遣舰。 After the Abyss Explorer operation, The Sea of Miracles Shipyard was surprised to find that it did not have a ship in its shipyard that could reach the bottom of the Abyss Ocean for the task of recovering the logs. So in this situation, The Sea of Miracles focused on starting to build a task force ship of its own. 经过几年的努力,‘山河号’诞生了。在设计者们的努力下并且充分总结了近几年来木卫二深水探索中几乎所有的危险,并针对性的把每一寸空间的设计和设备布防来应对这些威胁,同时尽可能将资源都集中在实现其设计功能,保证这艘船能最大可能的完成任务。不同于木卫二联盟量产的多数潜艇,它被期望用于最大化的应对来自木卫二生态环境的威胁。 After several years of hard work, the 'Bordery Frontier' was born. With the efforts of the designers and a full summary of almost all the dangers of Iot deepwater exploration in recent years, and targeted every inch of space design and equipment to arm against these threats, while focusing resources as much as possible on achieving its design function, to ensure that the ship can accomplish its mission to the maximum extent possible. Unlike most of the Europa mass-produced submarines, it is expected to be used to maximize the response to threats from Europa ecosystem. 船上配备了自动反应堆(耗能高)、丘脑爆破系统、曲率引擎(不推荐在狭小的航道使用)、全覆盖电网、以及带锁贵宾室和军械库,船上还配备了基础物资。增强火力来应对怪物群,特化的外壳在面对深渊巨兽时增加存活率。 Equipped with an automated reactor (high energy consumption), thalamic blast system, warp engines (not recommended for use in tight shipping lanes), full coverage power grid, and a locked VIP room and armory, the ship is also equipped with basic supplies. Enhanced firepower to deal with monster hordes, special shells to increase survival rates in the face of abyssal giants. 欧罗巴日益繁荣的生态体系,给我们带来的前所未有的威胁。我们开拓的脚步愈发缓慢,前辈们用生命铺出来的航线开始慢慢回缩,那些深渊里面的沉船、那些废弃的站点发出阵阵悲鸣。尽管这样还是有很多人仍然失落在看似黑暗的未来。但是,朋友们,我们该振作起来了,该放出我们的钢铁巨兽和深渊里面的怪物们厮杀了。尽管漆黑的深渊中潜藏着无数的生物,但你可以永远相信人类的科技。我们的航道会永无止尽的开拓下去,我们是新时代的开拓者,我们将绚烂夺目。最后启明星小队欢迎你的加入,山河号很高兴为你服务! Europa's increasingly prosperous ecosystem has brought us unprecedented threats. Our pioneering footsteps are becoming slower and slower, and the routes paved out by our predecessors with their lives are slowly starting to retract, and the wrecks inside those abysses and those abandoned sites are emitting a burst of grief. Despite this, many people are still lost in the seemingly dark future. But, friends, we should pull ourselves together, it is time to release our steel beasts and the monsters inside the abyss to kill. Despite the countless creatures lurking in the dark abyss, you can always trust in human technology. Our voyage will never end, we are the pioneers of a new era, we will be splendid and dazzling. Finally the Venus Fleet welcomes you to join us, and the Bordery Frontier is happy to serve you! 第一次造船有很多地方都没做好,如果发现哪里有问题请在评论区提出,谢谢! There are many places where the first shipbuilding is not done well, if you find where there is a problem please raise it in the comment section, thank you! 内饰外饰借鉴: EK系列的船 Peregrine 宿怨 舰徽设计灵感来自死亡空间3 sovereign colony armed forces的C.M.S roanoke的舰徽 特别鸣谢 我女朋友(帮我做舰徽和封面) 虾虾(初次试船) 浪漫的堕落(试船) Finckenstein(文案意见) 苏大妈(大改外饰外壳变得更加美观)
Very Long Levels [OUTDATED]
by 76561198880616893
(There may be errors, since I use a translator.) This mod increases some parameters of level generation by 3 times (horizontal size, number of wrecks, caves, alien ruins, etc.) In Cold caverns now you need to walk 2-3 thousand meters. In the European ridge - 3-5 thousand meters In the Aphotic plateau - 4-6 thousand meters In the Great sea - 6-9 thousand meters In Hydrothermal wastes - 9-11 thousand meters. The modification has quite a big impact on performance in later locations. There may be freezes.
Enhanced Reactors Lua
by 76561197963698495
THIS MOD IS CURRENTLY OUTDATED The original mod already has lua improvements integrated by now so this patch is not needed Lua patch for Enhanced reactors Improves the performance when playing with Enhanced Reactors by doing the radiation calculation with lua. However it comes with a downside. Radiation will only be applied to your character, if the fuel rod is within your character's line of sight. Also improves the radation checks by having a one tag instead of multiple conditions. This patch is maintained by ironic_and_dead. Load Order: - Enhanced Reactors Lua - Enhanced Reactors This is no longer a replacement mod, meaning you need the original! *Note I can't activly maintain this mod, please message me on discord for issues.
Lemma I
by 76561198244246142
Preface T1 Scout Submarine, version 5.0 (stable). If you enjoy my work, please give me a thumbs up. Thank you! Lemma II & III and Corollary II are also available. The lemma series was initiated after the Probe Series and designed to replace various outdated vessels. The entire series is equipped with standard features such as - Lock: locking of the brig - Dock: docking of the lower docking chamber - Hatch: manual control mode of the upper hatch - High-pressure mode: higher speed and extra ballast tanks. In the campaign set in Hellish difficulty with Jupiter radiation enabled, it offers a satisfying gaming experience.Lightweight design, thus no fancy decorations, but it ensures a smooth gameplay experience without any lag. Please read the instruction manual before embarking. Spec model Features - Armor : Strengthened hardened shell, including inner armor in the electric room. - Processing Equipment : Only equipped with a fabricator, but with enhanced efficiency. - Unique Sub-System : Beyond-Visual-Range system: Ranging drone + auto-calculator for attacking enemy at a maximum distance of 200m,link to bottom flak cannonhardpointDetail Lemma I The Lemma I was initially developed by the Europa Union Design Bureau as a small reconnaissance research submarine for scattered scientific projects in the Cold Caverns region. It replaces the first-generation classic Dugong submarine. This was a significant challenge for the Design Bureau, considering that almost every captain's adventurous journeys on Europa began with a Dugong. Therefore, it was designed as the last vessel in the Lemma series. It proved to be a wise decision, benefiting from the reliable technologies validated in the Lemma II and III. The series' iconic streamlined hull was meticulously designed to perfection. The mature battery drive and high-pressure mode give it unparalleled maneuverability within its class. (Note that in high-pressure mode, the lower docking bay will become an additional ballast tank to accelerate diving.) In terms of firepower, the new turret layout maximizes firing arcs while minimizing drag. The ship's belly is equipped with the same batch of modified Chaingun as the Lemma II, but as an economically produced model, its firing speed is identical to the standard version, with the addition of an extra coilgun ammo supply compartment. Despite its small size, the ship accommodates a full set of processing equipment at the cost of compression of the ballast tank. With the lowest ballast ratio in the series, the crew faces additional difficulties in repairing the low-profile ballast tank. The ballast tank, spanning almost the entire bottom of the ship, severely affects the Lemma I's buoyancy. If the forward engineering compartment or the engine compartment below the rear conning tower is damaged, the ship will sink rapidly. To maintain restricted height, there is no watertight separation between the engine compartment and the electrical compartment. If the conning tower is destroyed, the consequences will be catastrophic. The interior lighting has been specially optimized, with different compartments having their own lighting designs. The command room and electrical room require clear visibility, so they are illuminated with soft yellow-white light, while the gun room, where the crew uses periscopes to observe the outside, is lit with red and white light to protect their vision. The crew quarters also have switches for the lights to provide a better rest experience. The new indicator light system provides excellent guidance on the submarine's maneuvering modes. During battery cruising, the green indicator light on the navigation terminal remains lit. When the high-pressure maneuvering mode is activated, the red indicator light illuminates, reminding the captain of the submarine's status. The initial price of the submarine was 8000 Marks, which was quite high for a T1-class submarine. However, considering its potential for massive sales and the cost reduction achievable through large-scale production, the final price was lowered to 6000 Marks, with supplies included. Even the most financially constrained captain would breathe a sigh of relief upon seeing this price. The Design Bureau considered mounting a container shuttle module on the Lemma I’s lower docking interface, but the current low selling price leaves no room for additional options. The future Corollary series transport submarines will feature modular designs.
Испаритель
by 76561198143938112
Огромный лазер в качестве главного калибра? Да! Гипертрубы вместо лестниц? О да! Нет модов. Дружелюбна к ботам (могут даже сортировать брошенный лут). Осторожней с бортовым ИИ, он, вероятно, недолюбливает людей... Немного технических деталей: • Взаимодействие с электрикой запрещено только в больших схемах. Двигатель / насосы / кислород вам легко смогут разобрать. • Есть классная система автоматических дверей "Gvinevra". • Присутствует алгоритм автоматического регулирования реактора. При отсутствии выхода энергии, например, если стержень обнулился, лампочка в рубке начнёт мигать, сразу включится небольшая страхующая батарея, её должно хватить, чтобы успеть заменить стержень; прим.: она не связана с общей системой батарей. • В командной рубке есть доступ к внешним прожекторам, внутренней камере и камере дрона. (ЛКМ для переключения вида, смотря в перископ). • Дрон может помогать освещать пещеры и перевозить ресурсы. • Есть интересный карцер, вентиляция там может обеспечить кислородом ± 6 человек, в нём также появятся пассажиры. Им понравится Evaporator. И помните, осторожней на лестницах!
Backlit Suit and O2 holders
by 76561198866196217
Does what it says on label. Unlike Enhanced Immersion light patch , which is btw good patch, it uses PROPER SPRITES and LIGHTING instead of just lighting up usual behind window sprite we used to see with weird colorful goo surrounding suit. How it looks normally in both states: How it looks without lighting in both states: CHANGES WILL APPLY ONLY TO NEWLY CRAFTED SUITS Copyright belongs to Hubert 2 (discord name: uberpendragon) and Heheboi (discord name: Panman#3600). The product can only be published on Steam through an account with the name Uberpendragon or with my permission.
BoardingPod go in RailgunLoader
by 76561198379277161
The Boarding Pod can be launched with a Railgun But passengers need the help of their teammates to carry out the loading There's also launch music from Helldivers2(You can turn off the music)
BioTrauma
by 76561198003268863
Bioshock, Bioshock 2. Adds Little Sisters, Big Sisters, Big Daddies (Bouncer,Rosie, Lancer, Alpha), Splicers (both as creatures and pirates). And adds 4 types of plasmids. Incinerate!, Electro Bolt, Sonic Boom, and summon crawler swarm. With varying levels. Currently 3 levels for Incinerate!, 3 levels for Electro Bolt, 2 levels for Sonic Boom, and 1 level for summon. Also adds 6 weapons.Rapture Revolver (+upgraded), Rapture machine gun Rivet gun, Large rivet gun, and Ion Laser. also a bunch of missions Bigdaddy alpha, and bigsister diving suits. Splicer masks, and clothes For just the plasmids, here https://steamcommunity.com/sharedfiles/filedetails/?id=3330667412 Join my discord here https://discord.gg/Zv7nyeG8jQ
Renegade Job
by 76561197993514625
The Renegade is a new Job (Class) designed with combat in mind. Some talents (such as the primary talents) are just duplicates of those from existing classes, but do include new ones, such as Recipe unlocks for new items. Items include Incendium based ammunition, new automatic weapons that use Pistol ammunition, and a choice of swords. It also includes a full combat suit with weapon built in, that occupies the outer suit slot and right hand slot when worn. The 3 skill trees are as follows. Privateer: A specialisation in using Pistol ammo based weapons, and melee weapons. The final talent unlocks the combat suit. Pyromaniac: It's all about incendium ammunition and setting things on fire. Specialisation: Similar to the Apprentice, you choose a skill to specialise in. You will then receive bonuses related to this skill as you progress through the tree. The final talent gives medals. This mod can be used to make the job more recruitable: https://steamcommunity.com/sharedfiles/filedetails/?id=2996386211 Client side LUA is required for this class to show up for sale at the personnel vendor. Client side LUA will also dynamically add spawn points based on Security Officer spawn points for the Job on the ship if none exist.
Clowns Ultimate
by 76561199242579867
Clowns Ultimate - Ultimate Clun mod (logical) Adds exactly what is not often done in other popular clown mods - clownfish submarine turrets, clownfish submarines, and completely new weapon mechanics. Clown SUB TURRETS This mod, like Clown Installations, was created mainly for the Russian Barotrauma Discord community competition, so I invite everyone, we also have mods with submarines They help to do it, and they are going to swim. https://discord.gg/russian-barotrauma-1043123384986390589
[AP] Arreat
by 76561198031436001
Large but maneuverable carrier cruisers, codenamed Arreat, are designed for combat and reconnaissance missions in the harsh parts of oceans of Europa. They boast a good track record of victories in battles with pirates and underwater creatures. During the development of these cruisers, the latest technologies were used, including advanced hybrid weapons systems, as well as emergency nuclear reactor overheating protection systems. The effectiveness of these submarines is overshadowed only by their relatively high cost. Class: Attack (tier 3) Dimensions: 53x11 Price: 27500 Recommended Crew: 5 - 10 Cargo space: 8 Recommended Crew Experience: Experienced ═════════════════════════════════════════════ Немаленькие, но маневренные крейсера-носители под кодовым названием «Арреат» предназначены для боевых и разведывательных миссий в суровых частях европейского океана. Они могут похвастаться хорошим послужным списком побед в боях с пиратами и подводными тварями. В ходе разработки этих крейсеров были использованы новейшие технологии, в том числе передовые системы гибридного вооружения, а также системы аварийной защиты ядерного реактора от перегрева. Эффективность этих подводных лодок затмевает лишь их довольно высокая стоимость. Класс: Боевая (уровень 3) Габариты: 53x11 Цена: 27500 Рекомендуемый размер команды: 5 - 10 Грузоподъемность: 8 Рекомендуемый опыт команды: Опытные
Escape From Barotrauma Beta
by 76561198338864140
Русская версия: https://steamcommunity.com/sharedfiles/filedetails/?id=2779824953&searchtext=Escape+From+Barotrauma Escape From Tarkov mod for Barotrauma. By: Капрал Ефименко Discord: Капрал Ефименко#1772 You can never escape.. god cannot see you under the leagues of ice. you are hopeless and alone in your fate to be consumed by the beings of the deep. Release Version Beta (v1.0) Current Version: Beta (v1.8.8) Currencies + Armored rigs meta update + Raiders update. + Armor balance + other interesting stuff. + Armored rigs updated. + Small update with currencies. Mod adds: Armor Defender-2 Body Armor 5.11 TacTec Plate Carrier MF-UNTAR Body Armor BNTI Zhuk-6a heavy armor 6B13 M assault armor Tan Gen4 Body Armor NFM THOR Vest Body Armor Korund-VM Body Armor Crye Precision AVS Plate Carrier / + pouch Strandhogg Plate Carrier Rig / + pouch 6B3TM-01M Armored Rig 6B13 assault armor Eagle Industries MMAC plate carrier Helmets Altyn Assault Helmet ULACH Assault Helmet EXFIL Coyote Helmet TC2002 Helmet Zsh12M Assault Helmet UNTAR Helmet Maska Helmet (Killa) 6B47 Ratnik Helmet 6B47 Ratnik-BSh Helmet With Camo Diamond Age Bastion Helmet Thermal Airframe Tan Helmet (+chops) Shattered Light Armored Mask MSA TC 800 Combat Helmet Thermal MSA TC 800 Combat Helmet Jobs Raider (basically a pirate, can't be selected in main menu must be spawned in team 0) spawncharacter "Raider" cursor 0 Backpacks TriZip Backpack MBSS Backpack Beta Backpack 6SH118 Backpack Blackjack Backpack Takedown Sling Backpack Paratus 3-Day Operator's Tactical backpack Other IFAK Car First Aid Kit CMS Kit Golden Star Balm I really hope you like it. My first modding experience.
Exosuit Platform
by 76561198145396989
The Exosuit platform was originally made by "MKSERY" but also changed the base games exosuit. This mod fixes that issue and allows for the platform to be used with the vanilla version or even a modded version of the exosuit. This has also been tested with DynamicEuropa's pirate exosuit. Due to the fact that it doesn't use the modded version anymore, you cannot use the platform to refill the exosuits O2. this is a vanilla issue and can be fixed by using another mod
Tougher and Healable Pets with Hats!
by 76561198207955988
Features: - Pets can wear hats! Added Orange Boy's Hat, Psilotoad's Hat, Peanut's Costume and Cthulhu's Basket as seen in the thumbnail as rewards for making pets happy. They can only be crafted in a fabricator using 1x Organic Fiber and 1x corresponding pet drop (Chitin Chunk, Hallucinogenic Bufotoxin, Mucus Ball and Dementonite). - Pets can be given medical items via the Health Window ! - Pets' health has been increased to 100, where they fall unconscious at 0 and die at -100, like humans! - Pets take half damage from all sources! - Pets recover health, bleeding and burns at a rate of 0.2/s! - Pets will be tougher in combat when dealing damage by temporarily gaining up to 50% of their maximum health, 30% damage resistance, and inflicting damage vulnerability. These effects will scale cumulatively but will wear off quickly. - Pets such as Orangeboy, Psilotoad, and Cthulhu will respectively have "special attacks" (afflictions with visual & sound effects) of burning, stun, and bleeding; acid burns, paralysis, and infection; and electric shocks, stun, and radiation to play a supportive role in combat. - Pets will lose happiness at a halved rate! - Pets will eat food at 45 hunger (every 25mins) instead of default 30 hunger (every 16mins). - Pets will receive a starvation affliction alongside internal damage when hunger reaches 100, where they will now fall unconscious instead. You can put them out of their misery or attempt to revive them with fentanyl and feed them food right after before they fall back into the unconscious state. For higher success, drop food close to 1% right in front, then administer fentanyl and walk away. - Pets will flee at 25% health. - Pets can be given genes to further enhance their survivability (e.g., Moloch, Hammerhead Matriarch, Mollusc, and Skitter) or combat (e.g., Hammerhead and Hunter)! - Pets such as Orangeboy, Psilotoad and Cthulhu will now prioritise eating over protecting their owner to avoid starving to death. - Pets have a name tag slot and a hat slot above their inventory. - Pets will eventually despawn into Pet Duffel Bags if items were left on the body after dying. Compatibility Place the mod order above other mods that override pets such as BaroTraumatic and other pet mods but below mod patches for this mod or the order it states. It should be safe to add the mod mid-campaign, but not to remove it afterwards. - Tougher and Healable Pets with Hats - Patch for Mantis Pet - More and Larger Petraptors for Tougher and Healable Pets
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