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Mods y complementos para Barotrauma
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.
Salvage Creeper
por 76561197972319328
Description: Some kind of crazy amalgam of ship wreckage welded together with whatever salvageable machinery they could find, crudely bolted together with a stripped gun drone and docked to a Creeper. "The fact those weirdos keep coming back from out there at all shows how well you can do just.. weldin' a bunch of random shit together." -Senior Outpost Mechanic Playstyle: (Important: The deconstructer and Oxygen Generator are linked to a button between the two, you won't have oxygen until you turn that on. I'd recommend keeping it off and using masks during combat encounters to reduce energy load or when you need to save energy.) Meant to be used as the final progression in the drifter play-style, this hunk of junk works as a good way to keep your engineer busy. It floats, just not well. Most things that didn't need to be wired aren't and storage space exists almost entirely in the form of crate racks. A rail-gun rack is provided and is accessible along with another crate rack from the re-positioned drone crane arm haphazardly welded to the side of the ballast tank. To use the lower docking hatch there's a button attached at the top of the ladder that triggers the sequence, to disconnect the creeper there's a similar button in the compartment. The Creeper docked acts as the Navigation head for this junk heap making it more of an extension of the Creeper then an actual submarine. For those curious there's two low range Wifi components at each docking hatch that connect the engine and ballast tank to the Creeper while docked. Bots ARE supported, however the bot manning the double coilgun in the dome may need to be jostled slightly at times as he gets stuck on the ladder waypoint since it's such a tight space. There's a tiny tank attached under the airlock, it's used to balance out the water level of the Creeper and it's Junk Heap. Do with it what you will, just know if you mess with it while they're still attached it'll either sink or float instead of remaining neutral.
Auto Turret System
por 76561198238819412
Auto Turret System is a Vannila pre-built auto turret system. Feel free to use on any of your subs and modify it in any way you like. (No credit needed.) The Chaingun is only included as an example for wiring. If you think there is something I should change or fix, please leave a comment.
FlatNose exploration sub
por 76561198058190158
This is a solo sub. and when i say solo i mean NO BOTS. Also my personal sub i like to use
Rebro MKIIA
por 76561198031772075
Large Craft, Crew 4 - 12 This is a complete overhual of the origianl Rebro from Legacy x2 Railguns x4 Coilguns Improved Ship Hull Dorsal and Ventral Airlocks Improved alarm system for Fire and Flooding Dorsal and Ventral Docking port External Flood Lighting Improved Ship Logic (Ongoing) And more to come. Please feel free to reach out to me in the comments or other routes if you have any thoughts or concerns.
Union Mk2
por 76561198103461530
The Union was created from salvaging three different subs tied together with a reactor borrowed from a geological survey outpost. Ample firepower, large ballast tanks, and one engine too many gives the Union the power to accomplish any task; as long as the crew is up to it. Due to its kit-bashed design, critical sections of the vessel are spread across the entire hull requiring careful coordination between all hands in order to operate at her fullest capacity. Features: 2 Railguns 6 Coilguns High Performance Discharge Coil Large Cargo capacity Multiple Docking Ports Searchlight Tree Hierarchy Power Distribution Simple Id Cards Backup Engine for getting out of Dodge I designed this sub on a whim to solve a problem I encounter during more serious online sessions. Often I found that, when nobody is griefing, majority of the mechanics and engineers spent a large portion of the round standing around waiting for everything to go wrong. To remedy this I have broken some of the conventions established during the alpha/pre-alpha period and removed some common conveniences. Common tasks like loading turrets and replicating supplies will now require teamwork amongst the crew in order to perform efficiently. This design is both the first sub I have built in years as well as a gameplay experiment. Feedback is greatly appreciated. Known issues: AI getting stuck on the ladder/door combo. Future plans: External and Internal cameras. (once I figure out how it works)
Lua Component
por 76561198271308945
instead a thousand of wires ! designs before aug 4th update need their scripts to be updated and may require component rewire ! ! i, o, m renamed to inp, out, mem ! inp[] is for inputs, out[] is for outputs, 8 of each. mem[] for memory, size is limited by your sanity and 4096 characters of lua representation by default. sample: if not mem.bar then mem.bar=0 end -- init mem.bar if inp==1 then mem.bar=mem.bar+1 end -- if input 1 is high, increment mem.bar out=mem.bar -- set output 1 to mem.bar if inp==1 then msave() end -- if input 2 is high, save memory to component (done automatically on round end) if inp==1 then mload() end -- if input 3 is high, load memory from component (done automatically on round start) code goes in first "memory component" value, second one is used to store memory between rounds; the latter is not editable in-game by default as it probably should. memory can store simple values under any index: mem.foo="bar" mem=9001 mem=inp==1 not tested in actual MP, may just work fine dunno. requires "Lua for Barotrauma" mod.
Morpheus
por 76561198054509215
Morpheus Deep-Diver A new submarine from JP-Constructions has arrived! The Morpheus is a small but versatile deep-diver sub. It can defend itself from many threats through its weapons, but in a difficult situation it can also flee by means of an auxiliary engine. The submarine also always runs off of batteries, which makes reactor control easier. Role: Deep-Diver Price: 13000 Mk Recommended Crew: 3-6 Size: 40x8m Cargo Capacity: 8 crates Recommended Crew Experience: Intermediate Notable Features: - Small size - Max velocity: 26 km/h (Aux. Engine: ~45 km/h) - Max descent velocity: 18 km/h up / 15 km/h down - Fabricator and Deconstructor - Auxiliary Engine - Battery Circuit Weapon Systems: - x2 Coilguns - x1 Pulse Laser - x1 Turret Hardpoint - Electrical Discharge Coil - Depth Charge
Type VII
por 76561198166362825
The exterior is a copy from GATO,if there is any infringement pls let me know! 欢迎订阅七型潜艇!这是一艘性能尚可的多用途潜艇,非常适合探索深海,它能完成您在冰洋中遇到的任何任务。 1.潜艇外观搬自Zephyr大佬的GATO,侵删。 2.本艇白板状态极速67,上浮极速18,下潜极速17,完全体极速可达88. 3.本艇搭载了U-8潜航器和歌利亚无人机,无人机可进入任务要求的所有洞穴,U-8可进入大部分洞穴,U-8潜水器的机枪由母船控制,潜望镜位于主控室,用橙色箭头标注。由于两艇较紧凑难以修理,主要电器均设置为无敌,请放心使用。 4.本艇配备自动丘脑清除功能,按钮在控制台旁边,B,M,F分别代表船上三个水泵,蓝色为强制排水开关,红色为雷管起爆开关,雷管内装燃素手雷,当强制排水启动时上方红色指示灯会亮起。请确保水泵断电后再引爆雷管!
Sprint By Default (Auto Run)
por 76561198142967409
This mod requires client-side Lua to work! Instructions on how to install client-side Lua can be found here: https://steamcommunity.com/workshop/filedetails/?id=2559634234 About - Automatically sprint/run without holding Shift - Hold Shift to walk again - Shift refers to whichever key bound to Run in Barotrauma's settings Sprinting typically has little to no downside – now you can do it all the time without abusing your pinky finger!
Balanced Storage Upgrade
por 76561198051454344
Adds placeable storage items that can be purchased from merchants, They come at a decent price akin to ship upgrades! All are sold at engineering merchant with varying RNG of available stock However you can get discount and guaranteed stock at special outpost Military Outpost -Railgun Racks -Ammo Box Shelves Mining Outpost -Crate shelves Research Outpost -Diving Suit Lockers -O2 tank shelves City -A little bit of everything Notes: Crate shelves do not count towards mission cargo space Uses a Sprite from EK utility Find EK utility here: https://steamcommunity.com/sharedfiles/filedetails/?id=1946765892
Akula
por 76561198049402826
The Akula is an imported U.S.S.R. Nuclear Submarine. The Treaty of Europa forbids ICBM, thus limiting the Akula to modernized rail guns, coilguns, and old fashioned depth charges. It has superior firepower and forward momentum, but is sluggish on ascending and descending. The Akula is relatively large, so proper manouvering is required in the tight caves of Europa. Somehow it shrunk in the laundry, so it's now 1/6th the size of an actual Project 971 Shchuka-B Class Akula Nuclear submarine. Features: - Emergency Battery Grid - Two coilguns and one railgun on top side / two coil guns, one railgun, one depth charge on bottom of hull - helmsman periscope with omnidirectional camera (WiP) - Bottom and top dual purpose docking hatches / airlocks - Large amount of storage space throughout the submarine - Brig The submarine uses components from https://steamcommunity.com/sharedfiles/filedetails/?id=2173378391&searchtext=item for wiring. I am not an engineer, all credit for the reactor, battery, periscope, docking hatch design goes to this guy.
角色属性显示
por 76561198408880288
能显示角色生命值和角色因天赋或者Affliction而获得的抗性,还有很多属性,兼容抗性乘算,添加了伤害计算公式说明; 使用J键作为开关键,能搜索很多属性; 需要Luacs; 部分属性加成由于条件写法而不属于常态加成因此无法显示在面板中(事件类加成也无法显示)
KAS-HO12T(РУ/EN)
por 76561199209042360
The flagship of the obscure GearD fleet. Instead of the planned 10, only 4 were built due to high production costs. The ships are equipped with state-of-the-art control systems designed to simplify operation. The "Kashalots" boast excellent maneuverability and armament—true long-range fish! However, these systems result in extremely high resource consumption, so the crew acquiring the ship must not only afford the purchase but also sustain its maintenance. MAIN CHARACTERISTICS Ship Load: Items: 4,948; Structures: 1,982; Walls: 201; Lamps: 548; T.Lamps: 54 (a very heavily loaded ship, basically) Combat Ship: Tier 3 Price: 55,000 credits Crew Composition: 6 to 10 experienced submariners Reactor Output: 12,000 kW Fuel Consumption: 2 times higher than standard Cargo Capacity: 32 crates Dimensions: 80m x 20m Weapons: 6 (2 magnetic cannons at the rear, 1 double magnetic cannon on the keel, 1 laser under the bow, 2 shrapnel cannons (separate chargers)) Speed: Along X-axis: 22 km/h or 26 km/h (with second engine); Along Y-axis: 16 km/h or 21 km/h (with flooded cargo hold) SECONDARY CHARACTERISTICS AND NOTES Semi-Automatic Batteries: Half are controlled from your command terminal, the other half operate automatically. F.R.S. (Foam Repair System): Requires bridge authorization to repair flooded compartments. Silent Running: Disables the reactor, second engine, reduces main engine power by half, and shuts off all lights and secondary systems (INCLUDING THE OXYGEN GENERATOR). Power is drawn from batteries (who would've guessed). Cable Boxes: Located in a single area. Chassis: Protects the hull from bottom impact (automatically activates at high descent speeds). 2 "Inferno" Torpedoes: Short-range, controlled from the left of the bridge in your cabin. Self-Destruct System: If you're going down, go down spectacularly! (Requires one person to remain on the bridge). Research Terminal: Available on board. Prison: (Technically an operating room, but designed for conducting experiments on the crew). 8 Bunks: Scattered throughout the ship. 2 Bomb Launchers. Replaceable Sonar Point: 3 positions. Ammunition Storage: 14 shelves in the weapons bay, 3 in the arsenal (for storage). 28 Diving Suit Lockers. Auto-Docking System: Works for torpedo hatches as well. Anti-Floral System: For both ballasts (activates only in drained ballasts). 6 Large Storage Cabinets. Monster Alert System: Notifies of monsters and their approximate direction (if the captain is absent). Open Logic Components on the Bridge: Another reason not to leave the bridge!
[RoboTrauma] Mining Exoskeleton
por 76561198145396989
The Mining Exo-Frame is a rugged exoskeleton made for mining expeditions, equipped with a powerful, battery-operated drill, which you can take out and put away anytime. This exoskeleton offers pressure protection up to 6000 meters, making it perfect for deep-sea mining. It also comes equipped with an unstable ore cutter for those dangerous jobs where you wish to return to your ship fast To use this unstable drill, you need a disposable battery, but note that it degrades rapidly and might even explode. The exoskeleton is constructed from high-quality materials to keep you safe from all sorts of mining dangers, making it perfect for miners in the harshest conditions. The drill features cold plasma technology that allows you to cut through even the toughest ores with ease and can also be used as a defensive tool. When pointed at the limbs of hostile creatures, it can inflict severe lacerations, internal damage, bleeding, and even sever limbs.
LG -Point Defense System-
por 76561197971819218
***NEW*** Complete selection of torpedoes. DIversdrone 2.5 with advanced periscope mod support. This mod features 2 different fire support systems and new weapons and ammo to make full use of it. JTAC Drone This periscope drone functions as a "target pointer" wich calls for fire when a target is very close. It can be manually operated by periscope or with a navigation terminal. It has an automated mode were it will detect targets in a 30m radius and actively chase call for fire. To manually order a fire call just double click while automation is off. All turrets linked to the system will track the drone and open fire when called, if the drone is inside its firing arc. Any turret can be used but the ones in this mod are best suited for the job, and will actually underperform if used outside the system. This weapons offer much larger range than vanilla ones, up to 110-120m effective range. Normal JTAC usage is to be operated by nav terminal using it to cover angles were targets are expected to appear or to actively look for targets while sonar is off, like using a long stick to look for obstacles while walking with eyes closed. It can sail along the sub up to 200m away giving very early warnings if terrain dont get in the way. Its engine sound will bounce off surfaces too iluminating terrain ahead in passive sonar. Doppler System The doppler (or fire control system) is an array of sensors that allows for a greater visibility range. When installed on a sub it will be used as the source of vison for the linked turret allowing aiming at very far targets, as long as you can see them in the dark ofcourse. To help with aiming theres a new tracer ammo that will let you see were the bullets are going. Its available for all PDS turrets and vanilla coilguns & railcannon. To use it just double click the trigger button and it will switch between turret and doppler view. Turret will not fire while double clicking so its safe to use. Doppler view will drain your capacitor. If the capacitor charge is too low the doppler will disconect. If no one is using the periscope the doppler will not drain power so its safe to leave it activated. Available dopplers are as follow: -Doppler base---- Just the base. It shows the system is installed but no sensor set has been purchased yet. -Doppler ---- Normal sensor set. -Doppler FLIR ---- Sensor set with integrated thermal image. Same as thermal goggles but much much more powerful. It will severely drain capacitors to a point it will require full recharge and an assistant to be fixing it constantly for just 10 or so seconds of use. Or atleast thats the intended idea for a balanced setup. Purchase or switch of dopplers works the same as normal turrets. Divers Drone This drone serves as support for divers and scouting. It has storage and O2 bottles along with a minigun or laser. It has 3 operating systems: Periscope control, nav terminal control (like JTAC) and follow nearby divers. The button on its right side makes it stay parked in place. To avoid conflicts in its control the drone follows this ruleset: -Terminal search/follow button disables follow mode and overrides the stop button in the drone. -Follow mode takes preference over all if a diver its in its range. It will follow the diver no matter what. -Periscope control overrides all except follow mode. -Nav terminal control takes least preference. -Stop buttton on drone disables follow mode and nav terminal mode. -Drone will always stop if a diver is very close, to allow divers interact with the drone. Periscope control overrides this. Minigun This is a small version of the chaingun intended for use in small drones and as deterrent in subs. Its lethality is so low it will take effort to kill a simple mudraptor so an armed drone stays as divers support not as an easy way to clear caves. On subs it barely works at scaring monsters away from your hull, or clear blindspots with great effort. Very cheap and very useless, its perfect for adding extra fire coverture without overpowering the sub. Homing torpedoes Theres a dedicated torpedo turret and a selection of torpedoes for ofense and defense. The turret fires a salvo of 4 torpedoes quick but takes long time to reload. AJAX. This is a medium range homing torpedo with a C4 warhead. Its based on the homing torpedo of the legendary EK mod. When launched it will travel straight for around 85m then activate and look for a target. It will activate if it goes near a target, even at targets banging on your hull so becareful of blasting yourself. Its payload is a C4 warhead. FIRESTORM. Variant of the Ajax with a nuclear warhead. It runs for 90m before activating homing, without activating for any target on its way. WRAITH. Torpedo armed with a huge flak warhead. Will run for 75m and detonate multiple submunitions covering a big area in flak. Submunitions will stack against big targets dealing massive damage. Effective against swarms and big targets. Will detonate on passing near a valid target on its way. FLAIL BARRAGE Cluster warhead torpedo. WIll run for 75m and release 12 mini torpedoes wich will track any nearby targets. Excellent for swarm destruction. The submunition has low damage against hulls wich makes the torpedo usable at close quarters against swarms banging on your submarine. Will release submunitions when passing near valid targets.
XP per kill (60)
por 76561198128193643
Very simple edit of https://steamcommunity.com/sharedfiles/filedetails/?id=2979286905 I changed like 1 value
Posters - anti clown
por 76561198045066366
some anti clown posters i made, to spread awareness
Valkyrie Mk.XXXVII Submarine
por 76561198137074389
Valkyrie Mk.XXXVII Attack Submarine is an old military submarine of the Europa Coalition. The history of this type of vessels can be trace back to the earliest days of colonization of Europa. The Valkyrie Mk.37 attack submarine was originally designed to operate in the planet Earth by navy across different nation-states. But after a series of modification, it is able to operate in the hazardous environment on Europa. |Maximum underwater speed: 16.5 Knots (30 km/h; 19 mph) |Armament: |1 Railguns |3 Torpedo Launchers |6 Coilguns |7 Electricity Dischargers |1 Depth Charge Launcher |1 Decoy Launcher Luna Class commuter shuttle Type.37 (Manual/Remote control) |Armament: |1 Chain gun |1 Depth Charge Launcher (Decoy) |2 Electricity Discharger Suggested crew numbers: 15+ (player/bots) WARNING: 1. You need to subscribe to required mods in order this submarine to work properly. 2. Please turn on the power before using the shuttle, especially when operating it with remote control. When operating through the remote control navigation terminal on board, please keep the power of shuttle's navigation terminal off. 3. When using the anti-submarine guided torpedo, please only fire when target is acquired and turn off all sonar (switch off the "COMMAND" power switch in the CIC). ---Design and made by Valkyrie.Yukikaze NOTICE: The goal of my submarine design is to creates a realistic or semi-realistic submarine that is good for role-play. The internal decorations is means to create a aesthetic living environment that is immersive. Credits for the authors for MultiCam System, Apo-4 (Gate), Fubuki (antenna), Visual Variety Pack & Minetorped Mod. Design is inspired from Type XXI U-Boat, Victoria Class Submarine, Surcouf submarine & Belgorod class submarine. If your like my work and want to subscribe to other of my work, please visit subscribe links down below: Valkyrie Mk.VII(E) Gunboat https://steamcommunity.com/sharedfiles/filedetails/?id=2256270963 Valkyrie Mk.VII(F) Gunboat (With Luna class commuter shuttle) https://steamcommunity.com/sharedfiles/filedetails/?id=2473553038
Zhakarov Research Vessel
por 76561198179058926
TIER 3 SUBMARINE. The Zhakarov is a science vessel majorly aimed to please RP players. On this ship, the medics should be on top the of hierarchy and the captain second. The "medbay" located at the center of the ship is a complete laboratory and can only be accessed by medics. Inside is a hangar with a shuttle. It's not a sub for warfare but has adequate defenses. Medics are expected to conduct experiments such as gene splicing, husk and mudraptor egg studies. Linked terminals, containment rooms, cells, cameras & more. BE WARNED: This sub is very large. It may cause FPS issues for lower end computers. It is also too big to do the final level of the game. Reducing its size is just too much work and I will not do that. Additional info: - There are three terminal connections. You can use them to communicate across the sub without distance problems. You can mess around and use them to plot a mutiny or you can use them to inform crewmembers that you need this or that... Or you can rewire everything and do your own thing. The power of terminals is underestimated in this game. Your imagination is your limit. To avoid confusion, I changed their colors according to their "channels". 1) The main, public terminals ( default color ) - 6 of them are connected together throughout the ship. 2) The private Lab/Command terminals ( red ). Only those two can communicate together. 3) The Shuttle/Lab terminals ( blue ). By default, they are set on the same WI-FI channel. You can communicate wirelessly on a very, very long distance. - Warning: It's about 35% bot-friendly at the moment. They know their way around the ship, fix stuff, get on the periscopes and everything, but they may get stuck in the duct, which means you can't rely on them 100%. It seems that some areas are problematic for them, which is understandable because this sub has a complex design compared to most. Keep in mind that some areas are only accessible with certain IDs, namely the laboratory/shuttle area. This will lead those without doctor IDs to run around like headless chicken if they are hurt unless you grant them access to meds, and they will get stuck somewhere if something is broken and they want to fix it without having the proper ID. If you are playing solo, I suggest to hire doctors prior to purchasing this sub or to simply open and unwire the doors so they remain open. I have recently made some changes to AI waypoints, trying to find a way to make them behave better, but the duct seems to be an issue that I might never be able to fix. If you do play with bots, it would help me if you gave me reports on bot behavior, and if you have ideas to solve bot issues, they are more than welcome. Anyway, what I'm basically telling you is that this sub should be played in multiplayer with real people. - By default, there is only one fuel rod in the reactor. I recommend adding another one for optimal results. There's enough fuel rods in a cabinet to keep you from worrying about fuel for a bunch of missions if you're using it in campaign mode. - The ballasts are all in one big room ( that should be the cause of many screams because it's dimly lit ) except for two pumps. There is a pump located to the bottom right and one next to the lab. These two operate as ballasts but also as emergency pumps should there be a flood. - Talking about flooding, this sub is made to survive much longer should there be a major hull breach. Many hatches will open if water is detected and they should normally lead the water down to the ballasts. This is to prevent machines and electrical components from being in contact with water. If you prefer to rely solely on duct blocks and pumps, you only have to unwire the water detector to the hatch(s)' OR component. There's also a possibility of turning a few pumps off to save energy since some of them are just there to give a hand to the duct blocks so the water can drain faster. - As stated, there is moderate weaponry to protect the ship considering its size, but there is a railgun at the front and a very effective ( faster ) coilgun to the back next to the hangar entrance. There are other coilguns as well and a few spots to send electrical discharges. There's also one depth charge tube. It can destroy anything, but its size may prove to be an issues sometimes. - There is a "patient room" underneath the armory which can serve as a cell if you have problems with some people, but it also serves as a secondary medbay if you want. You can also use the holding cell/blast room within the laboratory - there you can safely conduct experiments on unwilling test subjects and observe their behavior through the glass and through a camera - located within the main lab room is a periscope to keep an eye on your progress. - You will find out that there are many secrets within the sub. There are, for example, a bunch of clown suits hidden in various places. There's a lot of potential for shenanigans within this sub. It's a sub made for those who aren't afraid of people messing around. The "duct" that goes underneath the lab is probably going to cause a lot of fun/troubles. There are no lights there, perfect place to hide your victims. You can, for example, gain access to the lab, armory or cell by plasma cutting your way in. Be careful however because the end of the duct leads to outside of the ship, near the motor blades!!! - I think too many subs have emergency lights that simply don't do the game justice when it gets dark. Well, in the Zhakarov, when it gets dark, IT GETS DARK. You'd better take a flashlight right away because there are no emergency lights if the power runs out. This is done because I like getting scared in Barotrauma and it's hard to get a jumpscare effect when you can see everything. There are a lot of flashlights in supplies cabinets across the sub and enough material to fabricate more. - The shuttle itself is battery-powered but I've changed the properties so they have a lot of power reserves. There is an emergency battery located at the top right in case you lack power. You can also, of course, recharge the batteries by wiring them to a junction box within the sub. - There are two engines to propel the ship. I've modified their properties so it can be more fun overall. They consume twice as less power as a regular engine, but I've kept all the other default properties untouched. This means they can deliver twice the power of a single engine for the energy cost of one. Therefore, you can decide whether or not you will have both of them running at the same time. The ship can move with just one engine, it'll just be slower. - I've left some junction boxes and batteries with no wires attached to them so if you want to connect things and play with wires, you have some possibilities there... Should be helpful during long campaigns. - The name is derived from "Provost Zakharov", a character/faction in "Sid Meier's Alpha Centauri". If "Henk Corp" is familiar to you, it might be because I usually play as Mister Henk, Doctor Henk, Captain Henk, Officer Henk, Engineer Henk or Mechanic Henk. :) Henk Corp is my personal Barotrauma RP world. Don't be afraid to tell me if you encounter any type of issues... It took me a while to make this sub so I'll do my best to make it perfect over time. Have fun!
More Drinks + Plants [LEGACY]
por 76561198829833818
This mod is no longer actively maintained, feel free to fork it however you like. More Drinks + Plants More Drinks + Plants adds 22 new Europa viable drinks and 6 new plants, makes existing ocean plants plantable in the planter box, and gives all 16 plants their own beverages. New plants - Added 4 new plants(Uses the unused assets from the game file). - Pomegrenade, Raptor Bane, Tobacco vine and Saltvine plants grow much faster and produce more often (around 3x more). - Slime Bacteria, Sea Yeast, Fiber Plant, Elastic Plant and Aquatic Poppy can now be planted in a planter box and be farmed. New drinks - Added 22 new drinks, try them out! (All of them have their own effects) - You can find all the drinks in the vending machine (some are quite rare, though). - Merchants may sell the drinks too, including energy drinks (some are sold by clowns or husk cultists only). - Make the protein bar(Elastic plant) and energy drink(One of the new plants) craftable. - All plantables in the game have a corresponding drink to craft. - Applying the drink to the health HUD or force-feeding it to others will make a splash instead of force-feeding them (No more worries about someone giving you nausa/concussion from the force feeds). - You can withstands ~2.5x more alcohol. Mix it up - You may make a cocktail with any alcohol base + mixtures combo (Example: Rum + Energy Drink) with the display cabinet. The resulting drink has a similar effect as drinking both drinks at once. - Once a cocktail is created, the only identifiable information about its origin is its color (There are 88 different cocktails, good luck remembering all 88 of them); you may now craft some random cocktail and have someone drink it in complete oblivious. - Displays your beverages with a detechable and craftable display cabinet. Layback assistant & relaxed job - The assistant can now spawn with one of the 5 selected drinks. - Removed the limit for Medical doctors and Security officers, they may rest and take a drink now. Load order (Put the mod at the bottom): <Any Mod> More Drinks + Plants
[OUTDATED] Bathy Shuttle
por 76561198116547390
This is a small shuttle, based on the model of a bathysphere. is required for this submarine: https://steamcommunity.com/sharedfiles/filedetails/?id=2946547720 Features: • Double strength walls. • Navigation terminal whith mineral scanner. • Switch for Pulse Laser. • Bot friendly. My Workshop: https://steamcommunity.com/id/STALKERw40k/myworkshopfiles/?appid=602960
[RH] Herebus
por 76561198275706181
Completely Vanilla (Translation Friendly/翻译友好) The Herebus is a (mostly) balanced campaign starter with plenty of potential for upgrades Being one of few, the Herebus mostly manages to do all things necessary for an
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