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Barotrauma Mods & Plugins
Este catálogo incluye 81.000+ proyectos de Barotrauma procedentes de Steam Workshop. Las entradas pueden ser para servidor, cliente o ambos, e incluir mapas u otro contenido generado por usuarios. Antes de instalar, comprueba la página de origen enlazada, la versión del juego y las dependencias.
UNSC Oyasumi
por 76561198302988558
A slight modification to 平角裤的平角裤's Mod where I replaced the shuttle with my own D77-TC shuttle. I also added three more SOEIV drop pods for COOP. Aside from that its the same. If you like this mod definitely check out 平角裤的平角裤 and give them a like and check out their mod which is linked below. https://steamcommunity.com/sharedfiles/filedetails/?id=2712326832 Also consider subscribing to my D77-TC mod if you just want a simple shuttle or small two to three man sub. https://steamcommunity.com/sharedfiles/filedetails/?id=2945798268&searchtext=unsc+p
IO100
por 76561198321491331
IO100源自Material IO,仅自用(从OTFX模组中独立),变化: 1. IO箱的耐久及其指示器从0%开始增长,表示存储的物品数量% 2. IO箱的存储上限为100+8(原版3~4倍的容量),存多少,显示多少 3. IO箱将会被自动标记 4. IO箱之间可以互相合并 5. IO箱的槽位数减至两个并通过字母‘I’和‘O’分辨,一个用于存,另一个用来取;并加快了取出的响应速度 6. IO箱在存满的状态下如果被继续存入物品则会将其弹出至父容器或丢至地上 7. IO箱的外观涂上了荧光图标 8. 进一步优化,28个io箱存储总计28*(100+8)=3024单位的材料,仅占用游戏0.6%的运算资源 9. IO箱在捡取之后不会再被‘选择’,这样可以防止鼠标点击事件丢失以及镜头被聚焦在人物中心 10. 修复了IO箱在存储的物品数量达到上限之后无法更新容器内物品位置而导致可能发生的潜在问题 11. 兼容了PerformanceFix,控制Entity生成和移除的Spawner也受更新间隔影响,这会导致存入的物品不会被立即移除,解决方法是通过lua补丁强制更新Spawner,这么做应该不会影响现有的任何东西,希望有人可以去给evilfactory说下这问题 已知问题: 1. IO箱耐久为0时无法被BOT算作物品清理的有效容器
1bucket
por 76561198888370538
Can be worn https://steamcommunity.com/sharedfiles/filedetails/?id=2979307856 - a balancing patch by Battle Engineer NSFW,waifu,hentai,furry,yiff,porn,anime,Anime,naruto,tits physics, breasts,nude,nudity,m200,girlsfrontline,drawn,texturepack,texture pack,anieuropa,redraw,conversion,combat overhaul,COR,CN,EHA,EK,EK armory,crawler,cheat,lua,lua cheat,auto reload,los cheat, lighting cheat,iroh,IROH, enchanced,rebalance,rebuild,alpha,cod,fish,wreck,extended,beacon,sub,arsenal,armamets,saber,talent,job,overhaul,advantage, see players,lights,config,gm,gm tool,console,admin tool,smart,ai,chaingun,logic,reactor,auto reactor,reactor logic,improved performance,no lag,less lag,performance,server crash,ddos,crasher,server crasher,undetected,malicious,virus,server virus,railgun,handheld,handheld railgun,unlimited power,poweritem,power item,unlimited usage,unlimited,extended,ammunition,more ammunition,more,advanced recipes,recipes,improved crafting,better craft,craft,fabrication,better fabrication,fabrication improve,talent rebalance,rebalanced talents,talents rework,talents overhaiul,china,chinese translation,chinese version,proper chinese translation,ukrainian translation,ukrainian,proper ukrainian,good translation,text,text file,improved translation,calamity,medicine,med mod,medicine overhaul,afflictions,better medicine,improved medicine,advanced afflictions,improved healing.
MCS-Stratus DC
por 76561198796541123
A science ship, designed to study the caves and passage ways of Europa, while able to defend itself, it cannot take on large creatures if it is attacked from the bottom, Thank you all for the added support and ideas, and with that out of the way I present the Stratus GN4 now with enemy detection, new storage, and a new spotlight system.
BaroCraftables++NL NeuroTrauma Patch
por 76561198418014671
Patch for my "Barocraftables++ and No Limits Fork", made to work with NeuroTrauma. IMPORTANT!: Load order loads bottom to top! How it should look: Barocraftables++NL NeuroTrauma Patch Barocraftables++ & No Limits Fork Neurotrauma
Corollary I
por 76561198244246142
Preface T1 Salvage Transport Submarine, Version 1.1 (Stable). If you like my design, please give it a thumbs up. Thank you! Lemma series of scout submarines is also available. The Corollary series, to which Corollary I belongs, was initiated after the Lemma Series and specialized in salvage operations while continuing its fluid dynamics principles. It is designed to replace various outdated transport submarines. The entire series comes with the following standard configurations: - Lock: Control for locking the brig - Dock: Control for the lower docking chamber - Hatch: Manual control for the upper and lower docking chamber airlocks - Seawater Filtration Device : Filters seawater to purify alien blood - Water Valve Mode: Additional ballast tanks - Mobile Shelves: Shelves that can move in and out of the submarine - Abyssal Miner: A mining vessel capable of high-speed dives Spec model Features - Armor : Strengthened harden shell, including inner armor in the electric room. - Processing Equipment : Only equipped with a fabricator and decomposer, but enhanced efficiency. - Unique sub-system : Note-class external operation autonomous follow drones. 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. Corollary I Corollary I is a small-sized transport submarine specially designed by the Europa Union Design Bureau for salvage and mining projects in the Ice cave region. It comes equipped with a mineral scanner and is intended to replace the outdated and bulky Camel. The series features a distinctive diamond-shaped spindle design, enabling the installation of small engines with highly efficient fuel economy. Sacrificing maximum speed, the saved power is allocated to the processing equipment, giving them unparalleled efficiency compared to other types of submarines. As the second developed model in the Corollary series, the design bureau focused on compactness and modularity to maximize cost reduction in construction. To encourage captains to replace the Camel class transport submarines, the embedded cargo hold design is a modified version of the Camel's 'hump' cargo hold. Some major shipyards even directly installed freshly cut sections from the 'Camelback'. There are rumors that some shipyards even allow for an exchange of old for new with an additional payment. A large number of modules proven reliable on the Corollary II class were almost directly installed on the Corollary I, especially the layout of the Proposition class mobile shelving and the front compartment, which are almost identical. Therefore, the usage instructions for these modules are not reiterated here. To maintain a compact streamlined shape while accommodating a berth for the Conjecture class abyssal mining boat, the rear ballast tank was compressed and modified into a lower hatch. This compartment only becomes a ballast tank when the valve mode is activated, and its pumps have been somewhat overclocked. The ship in total provides a cargo capacity of 36 containers and the cargo hold also provides ample storage space for a large amount of ammunition and railgun projectiles, fully sufficient to supply the ammunition consumption of multiple rounds of intense combat for an attack submarine of the same class. In terms of armament, the chainguns equipped at the bow and stern are a mature design inherited from the Lemma series. Two types of ammunition are fired alternately, and different combinations can be freely selected for different targets. The parallel ammunition design significantly avoids a firepower vacuum caused by changing ammunition, and the right combination of ammunition gives it fully qualified self-protection capability, especially in the relatively safe cold ice cave areas. Limited by cost, there are no large gun mounts on the ship, which could be dangerous when facing sudden attacks from large beast swarms in deeper sea areas. The specialized model is equipped with Note-class external auxiliary operation auto-follow drones. The overall design philosophy is to specialize in salvage decomposition functions at the expense of processing versatility. The Note-class's dock is located inside the forward ballast tank, and its berth is equipped with an automatic docking system. Ultimately, its price including supplies was firmly set at 6000 Marks. Some highly efficient shipyards even managed to maintain a decent profit margin at this price. Whether for regular mining and cargo transport, salvaging sunken ships, or venturing into the abyss, the Corollary I class can perform very well. Wishing every captain of the Inference series a journey of filling their cargo holds and returning home in glory.
Don't get tainted (-100%)
por 76561198403920849
Now you cant get tained gene on refine -30% version of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3116508276
SSA - 8.5 Lupus | Use MK.II instead
por 76561198143286712
(U.C.N. Tier 2 Attack Submarine) Behold the epitome of innovation and engineering prowess - the first-ever experimental tier 2 U.C.N. Attack submarine. This cutting-edge vessel stands as a testament to the relentless pursuit of progress within the U.C.N. naval fleet. With its sleek and imposing design, it strikes an awe-inspiring presence as it glides through the depths of the ocean, ready to unleash its formidable power. Equipped with a prototype shuttle and a state-of-the-art drone system, this submarine pushes the boundaries of what was previously deemed possible. These additions serve as a testament to U.C.N.'s commitment to harnessing advanced technologies and incorporating them into their naval arsenal. The prototype shuttle allows for enhanced reconnaissance and strategic deployment capabilities, while the drone system provides an additional layer of surveillance and offensive support. While the cost of this submarine is undeniably high, it more than justifies its price tag with its exceptional defensive capabilities. Every inch of its imposing frame is meticulously engineered, fortified with advanced armor and defensive systems. This vessel is built to withstand the harshest of attacks, ensuring the safety and security of its crew even in the most hostile of environments. Furthermore, this submarine stands out with its remarkable spaciousness, allowing ample room for crew innovations. The U.C.N. engineers have gone to great lengths to provide additional space for the crew to conduct experiments, develop new technologies, and refine their skills, fostering an environment of constant advancement and improvement. While it may be lacking in storage capacity for transport missions, this is a deliberate trade-off made in favor of raw firepower and utility. The attack submarine excels in offensive capabilities, armed with an impressive array of weaponry that can swiftly decimate enemy targets. Its versatility and adaptability make it an indispensable asset on the battlefield, capable of engaging in a wide range of missions with precision and efficiency. In the realm of technological progress, this submarine sits comfortably within the medium tier, showcasing the U.C.N.'s dedication to continuous innovation without sacrificing reliability. It strikes a harmonious balance between proven and emerging technologies, embodying the cutting-edge advancements of the era. In summary, the first-ever experimental tier 2 U.C.N. Attack submarine is an awe-inspiring marvel that embodies the pinnacle of naval engineering. Its expensive yet well-defended and armored design, medium technological progress, and spacious interior make it a force to be reckoned with on the seas. With its formidable firepower, ingenuity, and utility, this submarine heralds a new era of naval warfare, solidifying U.C.N.'s position as a leader in naval innovation and military prowess.
Modular Backpack Chinese Patch
por 76561198194184226
Modular BackpacK 簡繁中文化 目前任何新增武器的mod暫時都還不支援放入(如EK, COR),作者說他會處理,但需要時間,所以請等待更新。 本中文包不包含本體,請至原Mod發布頁訂閱。 以下原頁面介紹 這個模組添加可訂製的模組化背包與一個專屬工作台(這個專屬工作檯不久就會被移除,以便將所有製作配方放入工作台中)讓您可以訂製你自己的背包,最多高達43種組合! 物品與訂製: 模組化背包:標準的模組化背包擁有9個物品欄 四種小袋子:醫療、彈藥、採礦和工具袋,分別增加6個只能放入特定物品的欄位,並加強各自相關類別的技能。 槍套:兩種槍套,手槍槍套和步槍槍套,分別增加1個單手或雙持槍械的欄位。 探照燈:可安裝在你的背包上的強力探照燈,方便你在黑暗中探索(需要電池) 監控器:可安裝在你的背包上的監控器,監控所有潛艇系統和船體,配有集成聲納(需要電池) 助推器:可安裝在你的背包上的水下助推器,讓你在水下快速移動(需要電池) 彈藥箱:大型設備,可安裝在你的背包上,方便收集沉船上的重型彈藥(彈藥箱) 炮彈架:與彈藥箱相同,但適用於砲彈。 循環呼吸器:大型設備,可以讓你在水下呼吸並重新填充2個氧氣罐(需要電池) 工作臺:可製作、搬運和安裝的製造站,可以讓訂製你的模組化背包。 四種特殊袋子:彈藥、醫療、採礦或工具袋,每個袋子最多可存放6件與其專業相關的物品。雖然它們可以放在任何的潛艇容器中,但不能放在背包和角色物品欄。 被覆蓋的原版物品: - 武器架:已被覆蓋,讓你可以把武器和模組化背包放在上面。而且你現在可以製作、持有和放置在潛艇的任何位置。 - 工具帶:已被覆蓋,避免跟其他模組化背包相比顯得沒用。它現在被加強,裝備會提高你的電氣和機械技能,並大大提高你的修復速度。 - 裝飾性質的工作台:不再覆蓋。 平衡性和負擔: 你可能已經知道,像背包、箱子、儲物櫃等,這些會新增儲存容器的mod會極大地改變原版遊戲的平衡性。這就是為什麼我加入一些缺點,在你使用與填滿這些背包的時候。最明顯的是在持有或穿戴時狀態的變化。 例如,雖然彈藥箱(Ammocrate)的改裝可以讓你一次攜帶多達6個彈藥箱,但是填滿它不僅會減慢你的速度,還會降低你的所有技能。 這就是所謂的負擔系統。 簡單來說,你背包放的東西越多,懲罰就越重。不僅如此,每種改裝都有屬於自己的特性,以加裝彈藥箱來說,戴著它快速游泳及修復潛艇系統就會變得比較困難。還有,不要想著用雙手拿著背包來卡遊戲系統:只要背包在你身上,效果就不會消失。 當然,即使如此,遊戲也可能變得太容易。所以可以考慮一下像Barotraumatic和Neurotrauma這樣的困難模組! 重要說明: 1- 只有基本的模組化背包可以購買和出售。 所有其他變種都需要手工製作。 2- 你需要一個工作台來訂製和製作其他類型的模組化背包。 3- 所有背包都可以拿在手上,但是只要持有懲罰就會存在。所以要注意。
Hang In There, Baby Posters
por 76561198255769711
9 posters to keep the crew in good spirits. No submarine editor required to use! Buy them, sell them, find them, deconstruct them. Use them to decorate your boat.
[已弃坑]Artifacts extended CN
por 76561198202959547
Artifacts extended简体中文汉化版,不需要原mod。
The Caretaker for Sunken Tapes
por 76561198086402637
Adds some tapes it been separated to 5 different tapes for performace also added full Everywere at the end of the times in one tape
OASIS Mod Megapack
por 76561198316798946
A modpack which contains the following mods: Anomalous Artefacts FORKED OASIS Mod EK Forked Lite Variable Loadouts CC's UAPM FORKED Enhanced Husks FORKED Lite Forked Armaments V2 Collection Click on the name of each mod to be taken to the respective workshop page. This pack is for use in the OASIS Station RP Server. This mod also makes use of some creatures from Barotraumatic . I don't claim any rights to the creatures from that mod in any way whatsoever and I give full credit and respect to the original authors. I am just using some of the creatures in my own personal server. This mod is also testing a fork of Enhanced Immersion that only has the zoom features. This modpack is ultimately meant for personal / small community use and runs on the "use with credit" permission system. In other words, you can use anything from this modpack with credit. I will seek express permission from other mod creators where possible but I will also always credit them whenever I use their content.
DynamicEuropa Thai ภาษาไทย
por 76561198013682849
DynamicEuropa ภาษาไทยจ้า แปลได้ประมาณ 50%! เอาให้พอเล่นได้ก่อน วิธีการติดตั้ง - กด Subscribe หรือสมัครสมาชิกปุ่มเขียวๆ - เข้าเกมแล้วติดตั้งเหมือนม็อดปกติ - เอาภาษาไทยนี้วางไว้บนของบนสุดอีกที (ดูรูปเอา) - เล่นตามปกติ สาเหตุที่ต้องแยกออกมาจากตัวหลักไม่เหมือนกับม็อดอื่น คือม็อดนี้มันทับกับไฟล์เกมหลักเยอะมาก ผมจึงจำเป็นต้องแยกออกมาครับ ผมว่างมาแปลให้ได้วันเดียวครับ เดี๋ยวถ้าว่างอีกจะแปลทีเหลือต่อให้ อาจจะพรุ่งนี้ไม่ก็อีกสามปี(มั้ง) ขอบคุณครับ ต้องติดตั้ง กับ DynamicEuropa เพื่อใช้งาน
Atrocity PK-1
por 76561198044337988
Price: 5000mk Dimensions: 18x8m Cargo capacity: 6 crates Recommended crew size: 3-6 Items already setted for a friendly start in the campaign What does PK mean? It's short for pain killers! The cure for headaches caused by huge crews and ships! One could say it's small, but looks pretty average to me... It's how you use it... Jokes aside, I made it to play the campaign mode without having to change ships, you start with it and finish with it. You won't get lost in a maze, it's not hard to find stuff, no need to have huge crews, but most importantly, you can have tons of fun being the captain using the front gun.
T0 Precursor EXOsuit
por 76561198320081939
Yet another reason to get your asses down into those ruins! This is the bulkier and ever so slightly more balanced version of the T0 Precursor Suit of my own design, combining the overall design of SGT. Shorty's Exosuit Retexture along with the concept of ИMSS's T0 and the base game's Alien artifacts. My version of ИMSS's suit adds a whole host of new upsides, while also making it Alien battery powered, and increasing the overall risks of wearing the suit. I have also made it so that it requires a recipe to craft the suit, which forces you to explore the ruins for special tablets that, if you have enough electrical skill, allows you to learn how to craft the suit itself with that in on itself having special requirements. Originally this was meant to be an overhaul to an item with a good concept, but didn't exactly feel correct. This mod has allowed me to put my crackhead ideas to the test, modifying and kitbashing other mods to add whole new and different functions that could make operating the suit, just a little bit easier. Thank you to ST] SGT. Shorty and _]|M|[_ for helping me make this mod functional. MODS: https://steamcommunity.com/sharedfiles/filedetails/?id=2781957160 https://steamcommunity.com/sharedfiles/filedetails/?id=2928517286
bigger crates and tollboxes
por 76561199150363423
should solve your storage problems
CSS Boykisser
por 76561197984598532
You like kissing mudraptors, don't you? There's no secret cabinet in the ballast. Shhh.
Stealth Mode
por 76561197966299106
A wiring setup that lets you hide from enemies. Most enemies rely on sound to find you. If nothing on your sub makes noise (little blips seen on passive sonar) then you are almost invisible. Enemies also have a purely visual range that can still detect you but its very short. Things that make noise: Engines above 10% power The reactor Footsteps in the ship Active sonar transducers, seemingly regardless of direction Humans using the water scooter Things that do NOT make noise: Pumps Oygen generator Turning a turret Batteries If you have done everything correctly your ship will make no noise at all. This means you are totally and completely blind, because passive sonar relies on nearby ambient sound generation to see. This makes it only useful in the abyss, or with a lot of coordination with the gunners (who will still be able to see.) You can also combine this with my workshop entry for "Drive by Periscope" to be able to see while driving. Using that you can still see where you are going while remaining in perfect stealth. This can make for some very tense rounds when crossing the abyss. Its also very effective against molochs because they have no eyes. You can literally drive right into them and they won't attack. This setup is only as good as your batteries. Depending on the ship you probably have less than 3 minutes of movement in stealth mode. You may want to consider shutting down the oxygen generator as well just to save as much battery power as possible for the engines.
SM Reagent
por 76561198159571858
A modestly armed scout submarine with a versatile hybrid syringe-coilgun turret. It also has an automatic toxin fabricator located in its research lab to supply this turret. The Reagent is otherwise fragile, however, with several blindspots and a questionable combined airlock/ballast design. Also includes a functional jukebox in the crew quarters. Bot friendly, but bots will need assistance to load the syringe turret. No external mods necessary as the syringe turret uses vanilla sub editor schenanigans. The syringe turret is loaded via the coilgun loader in the upper section of the ship. Syringes must be placed inside the orange toxin crates, loaded into the loader, and fired via the periscope. The syringe gun fires in a shotgun-like manner, firing all loaded syringes at once so you better not miss. Do not deconstruct or otherwise lose the custom toxin crates as they are unable to be replaced in-game because of their modified item tag necessary for loading. A sign located inside the turret room also explains the loading process. Coilgun ammunition can also be loaded and fired as normal via the same loader. You can also load handheld gun bullets such as revolver ammo and shotgun shells into the syringe crate and fire them. It can also probably fire other random stuff at your own risk. The toxin fabricator functions via ruin vents. As long as you are at the research desk, toxins will be produced automatically at the labelled cabinets. Only 4 of each toxin can be in the room at once to prevent excessive stockpiling. It is probably overpowered but makes missions much more enjoyable early game. The research lab also requires a captain or doctor's id card to access via the door. In-game description: Lacking the typical heavy weapons outfit seen on most other Europan submarines, the agile Reagent class-scout instead relies on a unique turret-mounted syringe shotgun for defence. A smart crew can use this weapon alongside this craft's automatic toxin fabricator to poison enemies at will. Specifications: Class - Scout Tier - 2 Price - 15000 mk Hull strength - 200 (vanilla) Window glass strength - 100 (higher than vanilla of 50) Reactor max. output - 4500 kW @ 0.2 fuel/sec Engine output - 275 force @ 600 kW Top horizontal speed - 20 kph Top vertical speeds - 17 kph ascent, 15 descent Neutral ballast level - 0.445 Crate storage capacity - 8 Diving suit docks - 8 Hardpoints - 3 small (2 pulse lasers, 1 hybrid syringe-coilgun), 1 depth charge loader and tube Fabricators - fabricator, deconstructor, and medical fabricator all linked to materials cabinet Note: Hemulen shuttle is unable to properly dock with the docking hatch because it is too large. Use another shuttle or be prepared for a swim to the airlock.
Agincourt
por 76561198012032843
Fort Grays Shipyards - Europa Coalition Defense Force Sub-Surface Vessel 015 "Agincourt" minmaxed t3 medium sized attack sub meant for very low playercount play. featuring a remote controlled drone that can go into practically any cave. VERY OP. very high qol/utility. very optimized layout where relevant to captain. further maximizes usage of space (and abuses scale a lot) to be very captain-centric; from nav, crafting is 1 room away, gunnery is 1 room away, reactor is 1 room and a ladder away. as captain, you can multitask piloting and crafting, firing weapons, checking for minerals, etc to keep your apm high even during downtime. systems are very vanilla - no arc, no mouse control on drone, no toggleable guns, no extraneous wiring overall Sub was made with initial release of standalone EK mods by Videogames, then 'fixed' for 1.0 with EK Mods for 1.x.x.x by Commisar Jon Fuklaw. Other EK mods reuploads may work, but this one had the best results for me overall. sub stats: 47m wide x 11m tall - 4 floors items: 1772 structures: 792 walls: 104 lights: 215 shadowcasters: 32 drone stats: 1m wide x 0.50m tall items: 81 structures: 32 walls: 5 lights: 6 shadowcasters: 1 includes three versions: agincourt - for starting in campaign either mp or sp agincourt mk2 - for mission mode or purchasing normally in campaign. has all weapons unlocked and has ammunition stored (even if you started with the default agincourt, you could still buy this for some slight upgrades and the intended weapon config) agincourt block r - more vanilla t3 gun layout and count. 1 large, 2 aux, 1 heavy, 1 spinal. edc moved to top rear. drone is unchanged. doesn't play that differently and won't be much less op, you just have less options general features: 16kmph base speed - 22 with aux 18kmph descent - 20ish if you open airlocks 14kmph ascent -medfab, fab, 2 decons and research lab. -3 entry points: dock airlock usable as exit via button rear dive room moonpool as front-bottom dive room -4 ulds -3 crate racks across the ship: 1 at medical, 1 at plant room, 1 at fabricators combat features: -4 ek aux hardpoints, 3 normal hardpoints, 2 large hardpoints, 1 spinal hardpoint, 1 ek heavy hardpoint. of these, 2 aux hardpoints, 1 normal hardpoint and 1 spinal hardpoint are controlled from 3 periscopes at navigation and face 180° front. the aux hardpoints are connected and converge on the crosshair to fire simultaneously starts with 1 weak ek coilgun, 1 railgun, 1 vortex cannon for 90° rear upper left, 180° bottom, 180° front respectively. all guns unlocked coverage is roughly 280° for small, 360° for large enemies -top 140° edc, lower front right ek damage emitter -ek integrated detonators that span the entire ship. can be rigged with fixfoam and activated from nav all at once. use to fix ship !! or be evil maybe -ek autoclathes for dealing damage near typical entry points (in medical or moonpool) (use moonpool one with caution since it doesn't lock the room and bots could get hurt) drone: -mini caving drone with big battery. has 1 swappable gun (starts as chaingun), 1 container, edc, battery and oxygen recharge docks. for 1 player it requires some micro since it uses vanilla navigation alongside an adjacent gun periscope. drone components are unbreakable but its walls can be destroyed and it will sink - fixing walls will often not save the drone since it'll fall so fast it'll clip into terrain and be unrecoverable; buy it again in this case and don't worry about any items inside it since those stay when it respawns drone has an integral detonator that can use fixfoam to try and micro a save if it takes damage, or you can do evil things with it utility features: -decon 1 outputs to a container labeled 1, decon 2 outputs to a container labeled 2. -switchboard at nav with toggle oxygen, airlocks, other things -battery array that can power the ship for a bit or keep power level during combat. will tax the ship a lot when recharging from below 50%, so you should unwire the power in on the top left relay if it stalls the ship. -aux engine (not super usable until you get all 3 reactor upgrades or toggle oxygen) -ek icebreaker bottom right corner -horizontal ballast doors to allow through travel without having to take detours - bots can't use them so as to prevent them from griefing the water levels all the time -plant room with ek sprinklers and oxygen drain -lockable brig as spawn point for prisoners. can drain oxygen to stun/kill prisoners. bots cannot open the brig and accidentally free prisoners, but they will not be able to repair the room on their own - leave it open if there's no one inside and make sure to close it before taking prisoner missions -lockable doors seal rooms for bots, husks and human enemies. bots get confused so you should try to keep doors open -ek sprinklers for fire prevention in reactor room -ek incinerators for helping with ballast flora -class based containers in respective rooms i.e security-only container in armory, medic only container in medical, etc. captain can access all containers misc: usage and notes do not use wifi channels: 100 to 105, 900, 901, 800 to 803, 200 to 210 drone must be reloaded from the top, to the left of battery within nav, captain has access to three forward facing periscopes that give a rough 180° coverage, starting with one close range weapon. edc can be used to stun enemies above, move ship and hit them with the starting front weapon for the short period of time you don't have top weapons unlocked. for the lower right corner there is an EK acoustic resonance emitter which just does damage and makes it more of a false blindspot, but makes it so you can recover from most blindspot stalls without having to exit ship. drone can help with this by accessing any parts of the ship that are obscured, including where it is stored only enemies that can consistently attack both walls at once e.g mudraptors will be able to break through the double-shelled walls of the sub, but should have regular access everywhere else, including moonpool if they have enough speed to 'break through' the entrance. !! if bots are attacked at moonpool, they may get sucked out !! be careful if bots repair moonpool and make sure no one gets left behind bots traverse the sub reasonably well but can fail to repair certain things like the top docking airlock and brig if closed. some rooms are very vulnerable and will break pretty often during combat, such as brig, battery room, lower uld room and engine room. put wall pump here while drone weapon is swappable, chaingun seems to be the best normal weapon for ttk + kills per box ratio, even if a pulse laser might kill more enemies per box it's going to be slower unless you can consistently headshot + get the onhit stun, which puts the drone at higher risk of taking damage and instantly dropping. drone is good for undocking during combat and using it as an extra gun. since it moves very fast and won't take collision damage from the ship, you can move up and down and help out, especially in the bottom where enemies tend to make firing large weapons risky. a person at drone controls especially gathers enemies around the moonpool and will serve as bait kinda.
Dugone 3- (salvage version)
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Truly built to last, the Dugong can sustain critical damage and still be salvageable.
OUTCAST废弃站点副本包-TSM Mission拓展
por 76561199532229510
重新发布,已适配TSM最新更新 服务于TSM模组的站点副本包,顾名思义,本模组包含了多个以站点形式存在的闯关副本,拥有专门制造的大型地图与全流程剧情事件,带给你全新的潜渊症游戏体验。本模组难度较高,但是能够提供丰富的战利品,甚至可以帮助您跳级发展——毕竟,风浪越大,鱼越贵。 本模组目前尚处于抢先体验阶段,仅供有经验的服务器或玩家团体挑战,不保证不会出现bug。如若遇到问题,欢迎在评论区反馈。
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