Skip to main content

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.

Alfa Class Sub Mod. 2 – Barotrauma Mod

Alfa Class Sub Mod. 2

by 76561198119710145

An earth era sub with signifigant modifications, the Alfa Class is an old Soviet Sub in new waters. With modifications for even deeper waters, the lightly armed, specialist design allows for high speeds. Not for the faint of heart, the Alfa is a beast that must be tamed.

35 downloads Details →
T-2 Alvin – Barotrauma Mod

T-2 Alvin

by 76561198318673724

A Coalition Boarding Shuttle, originally used for quick strike team operations against the Jovian separatists submarines, its designers were much more concerned about the shuttles defensive and speed capabilites then any long range ventures, as such one of its biggest drawbacks is its short travel range. Hey, if you like my creations and: want some sub advice, to goof around, or just in general have a chill and enjoyable time id love it if you could check out our Discord where we do just that!!!: https://discord.gg/N7QjD6vmvG

30 downloads Details →
N.S. Fortitude DevType – Barotrauma Mod

N.S. Fortitude DevType

by 76561198860618255

Testing out a larger ship and tram design.

30 downloads Details →
Firestarter Circuit – Barotrauma Mod

Firestarter Circuit

by 76561198034284916

A circuit that starts fires with a short delay by frying a junction box with no fire resistance. Presently does not have upgrades disabled, which means that crews might be able to neutralize the threat.

36 downloads Details →
The Weasel – Barotrauma Mod

The Weasel

by 76561198023350018

THIS VERSION IS OUTDATED THE WEASEL MK3 IS AVAILABLE HERE https://steamcommunity.com/sharedfiles/filedetails/?id=2672045133 The Weasel is a medium sized sub capable of handling most situations. It carries manufacturing and medical facilities, with a large amount of storage spaces for raw materials and other gear. The sub is armed with four coilguns and two railguns, as well as a depth charge launcher loaded with decoys. The sub has been designed to be suitable for servers running missions with traitors, with many loose vents and panels, places to stash contraband, windowless doors in most areas, and editable wiring. The submarine is suitable for both single missions with traitors, or for use in a campaign. A crew of 5-12 is recommended, but the sub can be handled by 3 experienced players. Sub Features - Manufacturing and medical facilities, with a large amount of storage space - Well stocked armoury with a brig for locking up trouble makers - Four coilguns - Two railguns - Depth charge launcher with decoys - Four external cameras with searchlights (controlled using periscope next to the navigation console. Left click to cycle through cameras) - Button to turns outside lights on and off (button next to navigation console) - Button to close all doors and hatches on the submarine (button next to navigation console) - Automatic drainage into ballast (toggled using button on navigation console (off by default)) - Emergency ballast pump control for drainage, powered by emergency batteries. Disables Y-axis control and sets ballasts pumps to pump out at 100% speed (toggled using button on navigation console (off by default)) -Automatic electrical overvoltage protection. Disconnects reactor when voltage (reactor output divided by grid load) reaches 1.9. Reconnects reactor when reactor output returns to 5000kw (system works automatically) - Cargo compartment with a pump for thermal artifacts (pump operated by two buttons outside the room. One button turns the pump on and off, the other toggles pumping in and pumping out)

40 downloads Details →
Type VIIE – Barotrauma Mod

Type VIIE

by 76561198022253657

RU Глубокая модернизация немецкой субмарины Type VII времён 2 Мировой для использования в суровых водах Европы. Корпус взят из модификации пользователя HitTheMan (https://steamcommunity.com/sharedfiles/filedetails/?id=2126187141) Автор оригинальной лодки Weeng (https://undertowgames.com/forum/viewtopic.php?t=7615) ENG Deep modernization of the German Type VII submarine of World War II for use in the harsh waters of Europe. Hull is taken from a modification of the user HitTheMan (https://steamcommunity.com/sharedfiles/filedetails/?id=2126187141) Credits goes to the original Type VII (https://undertowgames.com/forum/viewtopic.php?t=7615)

30 downloads Details →
Karp – Barotrauma Mod

Karp

by 76561198095336298

Dobre bo ja zrobilem a nie jakis niemiec

43 downloads Details →
Modified Wi-Fi module – Barotrauma Mod

Modified Wi-Fi module

by 76561198405222034

Modified Wi-Fi module with the addition of a set_range contact, as well as an advanced sonar model (requires the included "Modified Wi-Fi" mod to work). The operating range is 9000 meters with an accuracy of 1 meter and the ability to determine the speed. Algorithm for working with sonar: 1) Setting the maximum range. Select the "operating mode" "range", then decrease the "range to the target" towards negative values ​​after overcoming 0 value, the counter will acquire the highest value ~ 9000. (The sonar range is artificially limited.) 2) Search for the operating frequency of an enemy submarine. We go through the value of the "emitter / receiver channel" until the light indication (a circle of 17 lamps) starts blinking. Note: The "emitter / receiver channel" must be different from the "reflector channel". When they equalize, the submarine interferes not only with itself but also with the enemy submarine. Operation of all sonars at this frequency becomes impossible. 3) Determination of range. "Ranging" is done in different ways depending on the combination of parameters of the selected instruments, such as: - frequency (how often the signal is sent, including in the "speed" mode) - search step (distance in meters covered by one signal) - operating mode ("range" and "speed", in speed mode the range changes automatically) The external circuit of the light indication (a circle of 12 lamps) is responsible for detecting targets 10 meters away from the central lamp (sensor diameter 20 meters), the internal circuit of the lamps (a circle of 6 lamps) is equidistant from the central lamp by 1 meter. 4) Determination of the speed of approach / removal with the target. After determining the range to the target in the "range" mode, we turn on the "speed" mode with the "frequency" parameter equal to 1. If the light indication increases the number of active lamps, it means that the target is approaching - we reduce the "search step", if the number of active lamps decreases, then it occurs distance from the target - we increase the "search step" until we achieve an equilibrium state of the indication. The value of "search step" at "frequency" equal to 1 will be the approach speed in meters per second. The signal receiver antenna must be located in the geometric center of the submarine. You cannot change the position of the receiver antenna elements. Receiver antenna scaling is possible. The reflector antenna must be placed in the geometric center of the submarine. The maximum range for determining the range is 9000 meters. The signal emitter antenna must be located in the geometric center of the submarine. All sonar elements (except for controls) are non-interactive and hidden in the game. It is possible to install sonars on an unlimited number of submarines and shuttles in one mission. To locate an object on the map (for example, the revival shuttle) from any sonar, it is enough to have a reflector antenna and associated parts on the object.

38 downloads Details →
Sonar "crucian". Simple sonar for the vanilla version of the game that does not require mods. – Barotrauma Mod

Sonar "crucian". Simple sonar for the vanilla version of the game that does not require mods.

by 76561198405222034

Simple sonar for the vanilla version of the game that does not require mods. The working range is 1500 meters with an accuracy of 25 meters. Algorithm for working with sonar: 1) Setting the maximum range. We select the "search mode", the detection range will reach 6000 meters. 2) Search for the operating frequency of an enemy submarine. We go through the value of the "emitter / receiver channel" until the light indication (a circle of 17 lamps) starts blinking. Note: The "emitter / receiver channel" must be different from the "reflector channel". When they equalize, the submarine interferes not only with itself but also with the enemy submarine. Operation of all sonars at this frequency becomes impossible. 3) Determination of range. In the "operating mode" "range" we increase / decrease the range until the light indication starts to work. Increasing / decreasing the range occurs in increments of 100 meters. The outer circuit of the light indication (a circle of 12 lamps) is responsible for detecting targets that are 50 meters away from the central lamp (sensor diameter 100 meters), the inner circuit of the lamps (a circle of 6 lamps) is equidistant from the central lamp at 25 meters. The signal receiver antenna must be located in the geometric center of the submarine. You cannot change the position of the receiver antenna elements. Receiver antenna scaling is possible. (When scaling the receiver antenna, zones will be formed with a low range accuracy, with an error of more than 25 meters) The reflector antenna must be placed in the geometric center of the submarine. The position of the reflector antenna elements cannot be changed. The maximum range for determining the range is 1500 meters. The signal emitter antenna must be located in the geometric center of the submarine. All sonar elements (except for controls) are non-interactive and hidden in the game. It is possible to install sonars on an unlimited number of submarines and shuttles in one mission. To locate an object on the map (for example, the revival shuttle) from any sonar, it is enough to have a reflector antenna and associated parts on the object.

36 downloads Details →
PL42 – Barotrauma Mod

PL42

by 76561198077031092

Japan Coast Guard. For solo travel

28 downloads Details →
U.C.S. Swordfish SSN-27 – Barotrauma Mod

U.C.S. Swordfish SSN-27

by 76561198031772075

The Swordfish-class Medium Attack Submarine is a balance of speed, endurance and firepower. Though scheduled to be replaced by the Tigershark-class, the Swordfish remains the backbone of the Colonial fleet and continues to see plenty of action. Not the prettiest or most rugged design, but it gets the job done. CONSTRUCTION: Hull Volume: 2,617,344 units Decks: 4 Sections:5 Engines: 1 Ballast: 4 PERFORMANCE: Max Horizontal Speed: 49km/h Max Ascent Speed: 53km/h Max Descent Speed: 48km/h

35 downloads Details →
Calliope Mining Vessel – Barotrauma Mod

Calliope Mining Vessel

by 76561198047010768

From the Lord's Shipyard, long forgotten The Calliope Mining Vessel. It still remembers the beginning at Europa while being the longest ship in service of the Coalition. Currently, not in use anymore due to superiority of other subs, but it's the cheapest you can afford at the moment... NOTE: This sub is Work in Progress. Still missing are: - Basic Emergency boxes - Stacking up the pantry (Medbay) - ID to rooms - Wiring external cameras etc. - Fixing automated doors (apparently they are not working) - Small tweaks to guns/equipment (power supply)

26 downloads Details →
[BTE] Dugong – Barotrauma Mod

[BTE] Dugong

by 76561198319942503

Compared to larger vessels, the Dugong series is overshadowed in all aspects except one: their reliability for their price is world class. They're lacking in firepower and speed, so smart maneuvering is key.Also this version was made by your old friend carl crawfish!

21 downloads Details →
Hammerhead – Barotrauma Mod

Hammerhead

by 76561197991943703

Famous for the prow coils capable of fending of most wild life on Europa, the Hammerhead is well equiped and quite mobile for its size - now with a shuttle for all your exploration and mining needs!

33 downloads Details →
Type VIIS - Lite English – Barotrauma Mod

Type VIIS - Lite English

by 76561198010994537

Based on the Type VIIS created by The Masked Man, translated by ZeWaka. This is for the people who want a slightly less "rigid" type VIIIS. The fore and aft ballast tanks have been moved inside of the ship to allow access from inside of the ship. The coning tower has been extended and the coilgun periscope and loader have been moved into the new space. The door bulkheads have been removed as well, eliminating the ctrl crouching of the original. Finally, the Rail guns (torpedos) are now able to aim. Original by The Masked Man: https://steamcommunity.com/sharedfiles/filedetails/?id=1761768722 Translated Version by ZeWaka: https://steamcommunity.com/sharedfiles/filedetails/?id=1763077936

29 downloads Details →
Гулаг 1411 «КАШАЛОТ» – Barotrauma Mod

Гулаг 1411 «КАШАЛОТ»

by 76561199102453334

Описание подлодки: «Гулаг 1411» — боевая транспортная субмарина, где тюрьма становится мастерской. Заключённые не гниют в камерах, а выходят в скафандрах на подводную добычу минералов. У них есть свобода перемещения внутри отсеков, право на труд и даже на малый выбор. Но решётки, вахта и жесткий распорядок напоминают: срок идёт. Цель — не наказание, а перевоспитание в полезного члена общества. Исправишься — выйдешь человеком. Нет — останешься на глубине. Из плюсов: Удобные разрядные катушки с оповещением о монстрах близь люков, хороший обзор орудий, оповещение о пожаре в реакторной, удобные текстовые экраны показывающие состояние реактора, 2 деконструктора, все щитки в одном месте, 2 выхода снизу и справа, аномально низкая стоимость подлодки (из-за того, что Коалиция спонсирует этот проект, а сама по себе подлодка стоит около 27.000 кредитов). Система тревоги на всём корабле, которая активируется у капитана. Из явных минусов: Люк справа как удобный, так и очень опасный, если не во время использовать разрядную катушку. Слепая зона справа подлодки, но компенсируется это добротной разрядной катушкой. Кислород в гаупвахте из-за движка игры может поступать странно, так что вентиляции я натыкал там добротно, будьте осторожны. На подлодке 4 орудия, но сильный калибр всего один - снизу. Как на ней играть: В целом на ней можно играть и по обычному, то есть с обычными игроками/ботами, но также она расчитывалась на деление игроков на команды, то есть: Команда заключённых и команда надзирателей. Считай полу-RP игра где у заключённых может быть вообще своя цель будь то побег или послушание, а у надзирателей может быть своё отношение к ним, то есть либо пренебрежительное и жестокое, либо лёгкое и дружеское, лорово можно много чего напридумывать и это явно разнообразит ваше плавание в водах Европы.

68 downloads Details →
SR-49 – Barotrauma Mod

SR-49

by 76561199697197894

A scout model pulled from the production lines not long after it was put on them. She's been deemed inadequate for commercial use. Because of the lack of spread this model had, they're hard to find. Luckily for you, we found one. In mint condition no less. Take her for a spin and see if that old engine still runs like new. SR-49... as in Square Root of 49??? 7. Why do you ask?

67 downloads Details →
Baroverhaul Multi-tree Unlock Jobs Extended Patch – Barotrauma Mod

Baroverhaul Multi-tree Unlock Jobs Extended Patch

by 76561198141838793

Allows you to progress through multiple talent trees at the same time, but still restricts taking both talents in the same tier. This mod aims to improve player choice while maintaining balance among the talent trees! This patch allows the mod to work with Jobs Extended! Original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3741159018 Load order as seen in-game: Other patches that might affect Talents Baroverhaul Multi-tree Unlock Jobs Extended Patch Baroverhaul Jobs Extended Patch Jobs Extended Baroverhaul Multi-tree Unlock Baroverhaul

62 downloads Details →
Enhanced Immersion + BaroCraftables++ Patch – Barotrauma Mod

Enhanced Immersion + BaroCraftables++ Patch

by 76561198053983286

ALL MY PATCHES ARE SUPPOSED TO HAVE COMPATIBILITY BETWEEN EACH OTHER IF YOU FIND ANY BUG RELATED TO THAT, PLEASE REPORT IN THE CORRECT PATCH This mod patches Enhanced Immersion and Barocraftables++, so you can use any interactable that wouldn't have an effect without this patch (or wouldn't even open at all). Mod load order: - Enhanced Immersion + Barocraftables++ Patch - Enhanced Immersion + Barocraftables Patch - Enhanced Immersion - Barocraftables++ - Barocraftables (No Limits)

59 downloads Details →
Radio Broadcast Hellcats Edition – Barotrauma Mod

Radio Broadcast Hellcats Edition

by 76561198049967389

69 downloads Details →
Barotraumatic Headset Goggles + Status Goggles Patch – Barotrauma Mod

Barotraumatic Headset Goggles + Status Goggles Patch

by 76561198089762191

A patch to have the all the headsets from λTrapper444λ's mod to utilize the changes from barotraumatic. This is a patch so load this AFTER the original mod to see the changes. If you are adding this to an existing save you may have to make another headset in order to see the complete changes. All headset's now properly apply the "Radio" status effect, had their ranges adjusted along with any other additional features that are present in their Barotraumatic counterparts. Note: I am currently aware that the auto-injector/pressure-injectors goggle headsets do not properly apply their SOS distress beacon emergency lights. I couldn't tell you why it doesn't work after I fixed the reversion bug but everything else works just fine and the headset light module no longer becomes unusable once you save and reload which is more important. This mod retains the translations the main mod added with the addition of noting the headset ranges for all headsets.

67 downloads Details →
The Blood Sweeper of Circus (a vampire mod) – Barotrauma Mod

The Blood Sweeper of Circus (a vampire mod)

by 76561198294009451

A SHORT DESRIPTION WITH LESS FLOOD AND ACTUALY READABLE https://steamcommunity.com/sharedfiles/filedetails/?id=3778302066 NT version. Has NT thermal. If dont have - its fine. A small personal mod built around melee, risk, and reward. Theme: Bloodfiends (born from the unknown depths of Europa) mixed with Sweepers, clowns, and religious/crucifix aesthetics. Two tiers: Becoming – basic vampire traits Ascension – enhanced abilities Core mechanics: Bloodfeast (max 200) – gained from kills (+5 on kill, +10 from certain talents); decays 1 per second. The raw fuel of a Bloodfiend – never enough, never wasted. Coagulated Blood (max 50) – gained from kills (+1 from talents) or by converting 1 Bloodfeast into 10 Coagulated when Hardblood isn’t full. Decays 0.1 per second (1 stack every 10 seconds). Each stack gives small buffs: +20% melee damage, +10% ranged damage, +15% melee speed, +10% weapon skill, +5% health, +10% movement speed (at 50 stacks). Blood thickened into a dense reserve, waiting to be hardened. Hardblood (max 50, lasts 60s) – when Coagulated ≥10, melee attacks convert 1 Coagulated into 1 Hardblood (if Hardblood not full). Decays 0.05 per second (1 stack every 20 seconds). Per stack: +50% melee damage, +40% ranged damage, +30% melee speed, +25% movement speed, +10% health, +50 weapon skill (at 50 stacks). Blood forged into armor – the Sweeper way: turn what bleeds into what protects. Healing – Ascension: when Hardblood ≥10, melee hits trigger a Sweep Heal (stacks up to 5, lasts 2s) that restores 0.5 damage, blood loss, and bleeding per second (all values may be changed for balance). Killing restores 5 Bloodfeast and builds a temporary buff (hardblood i think. Or forgor ). Thirst for Blood – builds 0.2 every 10 seconds when dont attack. At 10–100 stacks, you suffer: −30% max health, −40% melee/ranged damage, −50% flow resistance, −60% hold breath, −20% movement speed, −30 weapon skill. Suppress with blood bags (−30 thirst, +10 Bloodfeast) or alien blood (−10 thirst, +10 Bloodfeast, but damages organs). The hunger that never quiets – satisfy it or it will gnaw at you like the pressure of the deep. Debuffs – fire vulnerability (burn damage ×2), −30% swimming speed, −30% hold breath, −30% flow resistance. When out of water: immune to oxygen low, 10% less damage and blood loss. A creature of blood and refuse can endure much, but the deep is never truly home. Equipment & future plans: Sweeper‑themed weapons that interact with Hardblood: heal on hit when Hardblood ≥10, and a limited “corpse consumption” buff (5 uses per body). Armor with cultist/clown tags (planned multiple like weapons too tiers) – can be combined with Husk Symbiosis and clown psycho (no special infection resistance thoe and poisons). Crafts are in the Medical Fabricator. Weapons and future armor in fabricator. Miscellaneous: Placeholder sprites for now. Balance WIP – constructive feedback welcome. I play with it myself, so i will enjoy it too and check balance. But i have troubles with motivation. English descriptions done. some parts have русский язык но лень пока статус эффекты ставить. Потом переведу их. less short parts and contributors: primarily melee. But kills do count for some stuff for using ranged (like just killing related things. But there will be no ranged equipment and support for most abilities cuz of main idea and also balance) becoming gives you custom talents for any job without incompabilities (exept abnormality for now which is easy to do but im lazy for now) so things like simple blood coagulation (transfering custom blood buff to coagulated blood buff) for buffs that give overall some stats (resistance, running, melee, weapon buff and etc. Not huge buffs and may be discussed in comments or where for more blancing.), sucking blood to heal (ascension gives way to hit for heals. Will give in future ways like equipment for becoming to heal on hit but balanced), killing gives main heal and buff counter that will decay for some seconds before dissapearing after 60 sec (may change if needed for balance). You will also gain debuffs like -2.0 resistance to fire, slower swim in water and some other stuff maybe You also get thirst for blood that gives hefty debuffs for risk and reward if you dont get blood or literally just healing yourself with blood bags or alien blood. (alien blood not recommended and will damage your organs. Will implement the blood cannon snacks later (yu, hemobars!!! ) ascension gives you more powerful things and coagulation higher than 10 gets converted into hardblood which gives bigger buffs but lasts for 30 seconds and at around 10-20 of hardblood you heal for hitting in melee (may be just general hitting and not melee. Will later fix if thats the case). In future will have special equipment like armor and weapons that utilize the hardblood and coagulated blood for more healing/gaining blood utilizing mechanics of bloodfiend or if i manage to do it - even abilities. (for now planned different tiers for both becoming and ascension (sprites of helmets may be ready as seem for screenshot but not currently in the mod). Also will make more tiers than just those 2 maybe?)(the armor will count as cultist and clown apparel for fun interaction of being both clown and husk cultist because fits for some parts of religious and main parts of clownish (like cmon you literally have a blue glowing clown nose and crucifix on your helmet later.))(also because i like to play as both those and i like the theme of mixing church with circus. Not trying to offend anyone. Pure for aesthetics)) for now theres sweeper bloodfiend weapons that give blood on hit when you have 10-20 hardblood (i forgor how if it do heal on hit without hardblood or just give healing if you are bloodfiend) and also at 20~ you get huge buff that when you hit dead enemy you consume its flesh or what around 5 times only and then you cant have that buff anymore for hitting the same corpse. They have tag of cultists so it counts as cultist weapon (if it matters? idk) and maybe will be clown weapon if there is tag for that (if needed?) you can mix this with becoming husk symbosis. Thoe you dont have custom resistance for infection so goodluck fighting an ascended bloodfiend with full equipment (thoe they cant use weapons. And you can just shoot them i guess) clown + cultist so you can become both while also a vampire . Or you can just wear it idk i dont know how to make it vampire exclusive buffs for now but planned author is shizophrenic. Dont be surprised for some things. crerdits/contribs: Most of this is just heavily or lightly edited items and code from abnormality. Maybe sometime my own stuff https://steamcommunity.com/sharedfiles/filedetails/?id=3434408634&searchtext=abnormality Project moon company for making the greatest universe in my opinion. Buy their games and get more lunacy. barotrauma modded discord for help with coding. some parts are also based on https://steamcommunity.com/sharedfiles/filedetails/?id=3040843233 this sweeper gear mod contributors are allowed if someone wills. Will be happy if someone truly interested in helping me on this. contact me in undertow discord (barotrauma discord) or just ReiTheTrap (my nickname everywhere) if you wanna try to help in developing this ( https://discord.com/channels/103209684680323072/1485811182098186352 )

76 downloads Details →
Clown Team – Barotrauma Mod

Clown Team

by 76561199039052012

A simple mod that adds almost the entire clown branch to all standard professions! Support the Creator Don’t forget to leave a like ❤️ and, if you want, support the creator with a tip: support the author

51 downloads Details →

BU-III

by 76561198886473489

49 downloads Details →

Page 668 of 3446 (82,695 results)

Barotrauma server with mod support

Start your own Barotrauma server in just a few minutes.

Rent a Barotrauma server