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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.
EAX11 Capital ship
por 76561198320030042
The final product of the European Arms Exprimental weapons project, The EAX11 Capital ship is equipped with 3 automatic coilguns ,3 double chainguns, 2 railguns, 1 laser cannon, extremely powerful designed to spearhead into abyssal regions to expand coalition interests, however due to its size and weapons it quickly chews through ammo and fuel rods.
Porter
por 76561198119630220
Stats and features Tier two transport sub Priced: 9,900 mk Cargo capacity: 32 Crates Size: 17x19m - 2 Small turret hardpoints 2 Coilguns pre installed - 1 Large turret hardpoint* Railgun pre installed *Fire control and traverse not included - And a fabricator and deconstructor With linked lockers of course. In game Description An old civilian icebreaker design almost lost to time that's seen a recent resurgence owing to it's cheap, compact, overbuilt construction, and standard weapons suite making it an attractive option for smaller crews. At least until they realize the large hardpoint's spinal and has no fire control, turns out ice spikes don't tend to move much and most of the cost savings comes from stripping down the main hardpoint. No refunds. Notes A rare new addition to my so called "Challenge" subs. Don't be fooled by it being fully wired out of the box, this sub's designed to facilitate ingame wiring and sucks unmodified on purpose. To this end it comes with an extra junction, an extra battery, interior access to the turret's inputs, and all the relay's max output jacked up to 10k. Other than lacking most every QOL feature expected of a workshop sub the specific "Challenge" is that the railgun out of the box is only blindly fired by a motion detector and locked forward. So should you want to actually use your large hardpoint for anything other than breaking ice spikes and waisting ammo, you'll have to wire it up yourself. Isn't nearly punishing as my other "challenge" subs but it should be nice to have an easier/solo friendly one. Link to my other subs Link to more "Challenge" subs Link to even more subs
Demonic Husks
por 76561198202494205
A modified Version of https://steamcommunity.com/sharedfiles/filedetails/?id=2782243462 to only include the husk overhaul and biomutated husks. Description WIP as always all credits go to the original creator myrukun on steam, all i did was tweak certain things to my liking add a medical scanner and change some sprites to be more unique original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2782243462
Improved Stun - Cut ver.
por 76561199047369635
Немного урезанная версия для людей что не хотят проводить 90% времени оглушения в чёрном экране :) Каковы изменения? Теперь эффекты Improved stun-а применяются только если: 1. Вы получили оглушение от нелетального оружия (По типу оглушающей дубинки и хлоралгидрата) 2. При нахождении в критическом состоянии (Здоровье меньше нуля (Перк офицера безопасности всё ещё действует) ) A slightly stripped-down version for people who don't want to spend 90% of their stun time in a black screen :) What are the changes? Now the effects of Improved stun are applied only if: 1. You have been stunned by a non-lethal weapon for example a stun baton or chloral hydrate) 2. When in critical condition (Health is less than zero (The Security Officer perks is still valid))
[OUTDATED] Scout Pod
por 76561198116547390
This is a small shuttle, it does not contain turrets to defend itself but it has a good defense and the necessary tools to overcome any difficulty. is required for this submarine: https://steamcommunity.com/sharedfiles/filedetails/?id=2947395652 Features: • Double strength walls. • Navigation terminal whith mineral scanner. • Bot friendly. My Workshop: https://steamcommunity.com/id/STALKERw40k/myworkshopfiles/?appid=602960
Smart Ballast Control
por 76561198037078355
Formerly Irregular Ballast Fix, a recent Baro update finally fixed the issue at the root! But fret not, for I hear your cries- "Isn't this assembly useless now??" Nay, for you see, this circuit has a purpose of its own, the vanilla ballasts may play nice with other hulls, but what about... Other ballasts? This circuit can be used to connect multiple hulls into a single "pool" of present water, even if those hulls are not actually one ballast. Think about it; You've got 14 ballasts about the size of a coffin each on your sub- no particular reason, that's just your MO- but alas! A ballast has been breached! Well look at that, your carefully calculated water fill levels are GARBAGE now! What are you to do but sink? ... Well, I'll tell you what you do, you float right the fuck on by like nothing even happened. Sinking? Never head of 'em! With all 14 of your ballasts connected as one, the rest will detect the sudden influx of water, and drain themselves to remain overall equal to the nav command, even if that means draining below what they should technically be at! This is not the only use case. On a small shuttle with an airlock that comprises about 23% of the total volume? Don't listen to the people whining about laying your sub out better; they just want to destroy art. Instead, simply connect the airlock to the whole circuit, but- and this is the important part- don't add the volume of it to the multiplier. The area of the airlock will not be considered ballast space for the purpose of normal operation, but the water inside the airlock will be considered ballast water for the purpose of buoyancy calculations! The airlock fills, and the ballasts will drain to, once again, keep the whole sub at the correct buoyancy. Go wild! Connect the whole sub up in this way! Keep massive fucking ballasts so that the sub is practically unsinkable! Or don't, I'm not your dad. Legacy description below. Do your ballasts look like they came from Loony Toons? Refuse to compromise your artistic direction for silly things like "functionality" and "a working submarine that actually responds to input?" I've got the item assembly for you! A series of components made to deal with the issues associated with unusually shaped ballasts made up of multiple hulls not filling properly, and a series of labels explaining it all.
Tuba
por 76561198013973257
My friend's instrument of choice is the Tuba, so here it is! 🎵🎶 This Tuba is heavily based on the Alto Sax Mod. Original Tuba sounds and hand position will come later Credits / Alto Saxophone 🎷: https://steamcommunity.com/sharedfiles/filedetails/?id=1771831286
[ATLAS] Ishtar
por 76561198034416724
A medium size freighter prioritizing cargo capacity over anything else. Younger brother of bigger and a more seasoned Tetrarch, it is used by Atlas Freight Corporation to run supply runs between outposts on a regular basis. Designed to withstand some blows thanks to reinforced armor, however its offensive capability is significantly limited. In emergency situations submarine can use a reserve power grid that supports essential devices. Airlock is accessed through terminal in control room.
NautiLus Mk I [vanil]
por 76561198879613976
Предисловие Вы сидите за столом, медленно попивая свой кофе, сдувая с него пар. За ваш столик неожиданно садится пожилой человек в костюме капитана. Допивая кружку пенного, он начинает свою речь: - Слышал ты покупаешь Наутилус, чистый везунчик, ни слова больше. Приятно познакомиться, Джоэл, бывший капитан Наутилуса. А я уж думал до пенсии на ней буду плавать.(Джоэл смотрит на вас улыбаясь)Могу отдать должное - взяться за Наутилус - настоящее испытание для бывалых капитанов. Она пробыла в поле целых сотню лет!(Вы не понимаете как у капитана хватает сил так долго говорить и решаете просто пить дальше свой кофе под интересные истории Джоэла) Конечно, такое не могло остаться просто так. Дошло уже до того, что не редкость увидеть флаеры прошлых обитателей подлодки. Буквально пару недель назад хотели устроить ремонт на средней палубе. Стену разобрали, а командование отправляет нас в срочное плавание. Говорят, на соседнюю станцию напали, а помощи мешают пройти молотоглавы. так руки и не дошли до стенки. Ходят слухи, первым владельцем наутилуса был сам Капитан Немо, еще и с Земли. После крушения в Атлантике, Коалиция быстро подмяла его под свое крыло, и так она здесь и оказалась. - А что интересного вы нашли за весь период эксплуатации Наутилуса? - О, много чего. И записки, и колбы с различными побрякушками, и никто не знает, все ли это. Обыщите со своими парнями тщательно подлодку. Может найдется что-то еще.Скоро мое переназначение. Ну ладно, иди к доку, а то не успеешь на свой первый рейс. Бывай, может еще свидимся. С этими словами вы встали из-за стола, пожали руку Джоэлу и направились к доку. Из-за спины вы слышали: - Эй, Марк, налей-ка мне еще темного Больше вы не видели Джоэла. Кто знает, может холодные течения Европы снова вас сведут? Описание - Подводная лодка класса боевая - Подводная лодка для версии бетановейшего патча от тизера 18 июня или выше - Пожалуйста, все найденные баги/недочеты/дисбалансы указывайте в комментариях - Любая критика приветствуется! - Цена подводной лодки: 7500 кредитов по курсу Европы на 14 июля Главные изменения - Патч 1: Добавлены батареи в реакторной - Патч 2: добавлены осветительные приборы снаружи подлодки Сотрудничество/связь - email: [email protected] - vk: https://vk.com/alone_x
【明日方舟】凯尔希角色 刮开看 自用
por 76561199555795384
今天,我们为被害的刮开看哀悼。明天,我们就要让凶手付出代价!中国不会允许,为祖国严惩领海的入侵,做最优质的战士。我们伟大的国家,举国悲痛。共同的损失,让我们更加团结一致!我们西方国家的朋友们,要对可耻的公然刺杀刮开看,做出回答!
Ember
por 76561198094462847
Description A large Syndion Cruiser meant for large operations needing substantial firepower. Comes equipped with excellent coverage, with discharge coils covering main blindspots and large-caliber ballistic ordinance. Features - Room Compartmentalization - 3 seperate airlocks for easy access to the sub - Smart Drainage for all rooms - Well decorated rooms - Self-closing airlocks to help reduce flooding - A spacious Cargo Hold - A quite capable workshop with dual fabricators and deconstructors w/ linked storage - Multiple status monitors spread about the sub for easy damage reports - Dedicated Medbay for the doctors - Dedicated Brig for the troublemakers - Dedicated Cafeteria for the crew, cruising the icy depths builds up an appetite - Labeled signs outside of rooms for quick recognition of where you are and where youre going Firepower - Excellent coverage with blindspots covered by discharge coils - One rapid-fire double-coilgun mounted on the upper-aft hull - One Flak cannon mounted upper-fore of the hull - One Standard turret hardpoint mounted lower-aft hull - One Coilgun mounted lower-fore of the hull - One Standard turret hardpoint mounted the upper-fore hull - One Large turret hardpoint mounted the upper-fore hull - One Large turret hardpoint mounted the lower-fore hull Stats Class Attack Tier III Price 37500 mk Dimensions 72x17 m Cargo Capacity 36 crates Horizontal Speed (Average) 21 m/s Vertical Speed (Average) 11 m/s Descending | -18 m/s Ascending Recommended Crew 8-20 Recommended Experience Intermediate Other Stuff Slightly overkill for vanilla gameplay & campaigns Larger-than-average submarine
Pathfinder = Tier II Scout sub
por 76561198115806622
Lore "A burly, once multi-class submarine distinguished by it's large fore section that houses it's powerful engine's, cargo bay, engineering section, and ammo magazine. The submarine's design was meant to be multipurpose by carrying a small team of crew and just enough materials to set up a forward beacon station for further colonization of Europa while also dealing with local fauna. However as humanity spread deeper, the local fauna became denser requiring better equipped submarine's with specific roles. Delegating this submarine to becoming a moderately, competent scout class. It does feature a unique design configuration allowing efficient use of the cargo and engineering section's. A hallmark to its main purpose of quickly setting up beacon stations. There is a reinforced bulkhead that allowed freight to be loaded into the cargo bay with an onboard crane, but since the submarine is no longer tasked with its old purpose this bulkhead was welded shut permanently. This section of the submarine is its largest weak point despite the amount of firepower towards the front. This is due to the forward airlock being positioned just above the bulkhead and the retrofitted crane operators booth just below that is now the forward, ventral gunnery compartment. The area around the engine's is the second largest weak point. A skilled captain can easily hide these weak points due to the submarine's excellent maneuverability." Features: Designed to be an early to mid game submarine, for 18,000 marks, to replace the initial starter submarine. It is loaded with early game supplies and a few unique items. The submarine can fit up to 10 crew members; however, 5 diving suits are disposable. Decent maneuverability to compensate for the huge weak points. - Fabricator and Deconstructor. - 24 crate storage. - Medical bay with a research station, but no Medical Fabricator. - Brig. The button to open the door is in the armory just above the locker. The AI can access the button and let prisoners out. - Hiding places scattered throughout. - Fun gunnery compartment in the bottom front of the ship. Basically have to defend yourself from getting blown out in the event of a hull breach should you be controlling that weapon. - Backup power array. Weapons: - 2 Railgun's - 1 Coilgun - 2 Pulselaser's -1 Depth charge tube - 1 Small hardpoint
Rubber Duck Sub
por 76561199153152743
honk honk to the bottom of the bathtub we go
AnimEuropa 2 + Neurotrauma Patch
por 76561198852353138
Installation & Usage Instructions For everything to work accurately and smoothly, you must set the correct load order for the installed mods to ensure proper compatibility. See below: - AnimEuropa 2 + Neurotrauma Patch - Neurotrauma - AnimEuropa 2 Note! For those who engage in outpost assassinations, such as stabbing NPCs in the head with tweezers, be aware that the cooldown on all Neurotrauma items may be missing, and characters may appear very fragile. This can be addressed, but then a separate mod containing all the necessary code would be required, a standalone version that would work independently with Neurotrauma without the need for AnimEuropa 2. Sorry, i'm use Google Translate
No Suicide Button
por 76561199417978124
Disables the "Give In" button. Players can no longer instantly kill their character using the suicide button. Works in both singleplayer and multiplayer. Client-side and server-side protection included.
Secure. Contain. Protect.
por 76561198374628019
This mod is an improved version of SCP Creatures Mod Cut - https://steamcommunity.com/sharedfiles/filedetails/?id=3221456637 Official developer Discord server - https://discord.gg/YSYekwSRcA Secure. Contain. Protect. Roleplay. Overview This modification expands SCP roleplay gameplay by introducing anomalous entities, hazardous objects, infection systems, psychological effects, and containment-oriented scenario content. It is designed for roleplay sessions set in an SCP facility / research complex environment, with a focus on containment failures, emergency response, quarantine procedures, and coordinated team actions under pressure. Personnel roles may include security, researchers, medical staff, command, intruders, infected subjects, and other scenario-specific participants. Core Features - SCP roleplay environment - alarms, isolation, quarantine, containment procedures, and emergency protocols - Interactive SCP threats - pursuit, targeting, infection, mutation, and other gameplay-driven anomaly behaviors - Anomalous objects and equipment - useful assets with significant operational risk - Psychological and status effects - paranoia, distortion, panic states, and loss of combat effectiveness - Scenario support - breach, lockdown, evacuation, containment recovery, cleanup, sabotage, and experiments A single containment error can escalate into a facility-wide incident within minutes. Included Threats and Anomalous Content (selection) Hostile / high-risk SCP entities: - SCP-173 - line-of-sight dependent threat with blink-based punishment mechanics - SCP-096 - face exposure leads to target marking and subsequent pursuit behavior - SCP-049 - lethal touch-based anomaly - Additional anomaly-related effects including darkness, paranoia, and perception disruption systems Infection / transformation hazards: - SCP-008 - infectious effects, contamination sources, and progressive deterioration - SCP-409 - crystallization and severe biological transformation - SCP-610 - spreading flesh growth, contamination zones, toxic exposure, and mutation-related hazards - Other anomaly-linked infection/mutation systems Anomalous objects and RP support items: - SCP-035, SCP-714, SCP-1499, SCP-323, and other anomalous items - Containment containers and facility-oriented support objects - Electro-anomalous artifacts and scenario-trigger content Roleplay Use Cases This mod is intended for: - SCP roleplay servers - Facility / Zone-based narrative scenarios - Containment breach and lockdown events - Quarantine and cleanup operations - Co-op sessions focused on atmosphere, coordination, and escalation Operational Notes - Balance may be intentionally harsh to preserve atmosphere and threat level. - Some content is included primarily for scenario design and setting support, not only direct combat gameplay. - Best experienced in multiplayer co-op with assigned roles and active coordination. Containment breach is not an event. It is the new operational state. If you enjoy the mod, leave a rating. If you encounter issues, report them with details.
Observation Diver
por 76561197987591575
High visibility is balanced by a need for an adaptable and coordinated crew. Instead of a central gunnery deck, observation pods have been converted into individual gunnery compartments. Each compartment is sealed for combat and is outfitted with a diving suit. When compartments need draining the helm has a hatch and pump override switch. This is classified as a T2 scout. Contains: Deconstructor, fabricator and medical fabricator. Features: Battery buffer array - The reactor feeds into an 8-battery array, and the grid draws the from the array. Spikes in power usage are fed from the batteries, not directly from the reactor, helping to minimize grid issues. The batteries themselves have an adapting recharge rate. The lower a battery's charge, the higher the recharge rate. This keeps down on unnecessary reactor load and allows it to adjust on automatic setting. Drain and pump override - Doors and hatches have an override button in the nav terminal that will force them open, allowing the sub to drain into the auto-pump bilge or the ballast. Observation deck - Enjoy the beautiful sights of the Europan depths! Design notes: This sub uses vanilla parts and values with the exception of the glass. Glass has a normal health of 50, and hull has a normal health of 200. The glass in this has been strengthened to 150, so it is stronger than default but still weaker than hull. Note that this is not to make the sub overpowered, but rather to offset the fact that monsters will prioritize the glass and the gunners behind it. Combined with the battery buffer, this allows a team of players to focus less on fiddling with the reactor and more on the combat. Despite having good coverage with the guns, combat is by no means trivialized as players will have to physically run to the side of the ship to man the turret there.
Screen clock c#
por 76561199186525066
Simple c# mod that displays current time on the screen Why? So you don't lose track of time during long missions Or to abuse spawn timings more precisely Also on cultist transport mission cultists have a chance to get infection after 1m, 5m, 10m So you need to check them only 3 times Commands - clockcolor name | r g b a | r,g,b,a - sets clock color - clockbackgroundcolor name | r g b a | r,g,b,a - sets clock background color - clocktextpos x y - sets relative drawing position - clockdraw - toggles clock drawing - clockstartingpoint - toggles between showing system time and time from round start - clockonlyingame - toggles clock drawing outside normal round (subeditor etc.) Where do you save settings? "C:\Program Files (x86)\Steam\steamapps\common\Barotrauma\ModSettings\ScreenClock\clock settings.xml"
Neurotrauma Deconstructable IDs
por 76561198017710962
Makes Neurotrauma ID cards deconstructable. Like the donor cards no material is returned. Overrides identifier="idcard". Place above Neurotrauma.
Portal 2's Back Wall Decals Textures
por 76561198888595588
Immersive Diving Gear - Barotraumatic Creature Pack and DynamicEuropa Patch
por 76561198008800298
The mod adds compatibility of Immersive Diving Gear with suits from Barotraumatic Creature Pack and DynamicEuropa. Only Infected diving suit and clown siving suit are removed. Since the first does not work correctly, and the second has an excellent analogue from Immersive Diving Gear. Load order: - This Patch - DynamicEuropa - Barotraumatic Creature Pack Update: Since barotraumatic and barotraumatic creature pack became one mod, this mod has also been updated. Creature Pack is no longer needed, the loading order is the same, but now instead of Barotraumatic Creature Pack there is just Barotraumatic.
[EA-HI]+EuropaWar Patch
por 76561198102417277
a patch for Europa war https://steamcommunity.com/workshop/filedetails/?id=2902324647 to work with my version of EA-HI https://steamcommunity.com/sharedfiles/filedetails/?id=3260884719 (Outdated) It now only works with https://steamcommunity.com/sharedfiles/filedetails/?id=3282923984
G-5
por 76561198190974830
标准G-5 IX型鱼雷艇,装备了2条533mm 53-38鱼雷和2挺12.7mm DShK-38重机枪。 Standard G-5 Type IX torpedo boat, equipped with 2×533mm 53-38 torpedos and 2×12.7mm DShK-38 heavy machine guns.
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