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Barotrauma Mods & Plugins

81.000+ mods disponibles Fuente: Steam Workshop
EK Utilities Remastered(EK Utilities 重製版)

EK Utilities Remastered(EK Utilities 重製版)

por 76561198412031281

Since my English is not very good, the following content relies on ChatGPT, DeepL, and Google Translate, so it may contain errors. [h1][b]This is the EK branch mod with the fewest bugs on the entire Workshop.[/b][/h1] [h1]・Introduction・[/h1] [b]EK Utilities Remastered[/b] True to its name, I've gone through the entire mod, addressing issues wherever possible, and ensuring it functions smoothly in the latest version of Barotrauma. Even in the remastered edition, this MOD still belongs to the original creator, Videogames. The following are his original modules. https://steamcommunity.com/workshop/filedetails/?id=1946765892 [hr][/hr] [h1]・Installation Order・[/h1] Installation is straightforward; the order of the four EK Remastered MODs can be swapped freely (mostly without issues). The original EK or EK Mods for 1.x.x.x is no longer required (many content annotations have undergone significant changes). However, there are two points that need special mention. [*][b]If you have installed the BaroTraumatic MOD, make sure to place EK Utilities Remastered above BaroTraumatic. [hr][/hr] [h1]・Changes Made・[/h1] [list] Here is a list of the major changes made: [*]Complete English, Traditional Chinese, Simplified Chinese, including some past item descriptions completion, and new item introductions. [*]Adjusted item crafting recipes, prices, and spawn rates, especially for powerful items. The most affected include the Crate Rack and Crate Transport Mule. (The Crate Rack has become much more expensive because it can be used to make money.) [*]All cutting tools in this mod have been equipped with a new mechanism that allows them to deal massive damage to Alien Doors. [/list] [list] [*]Reduced the slowdown effect when holding certain items, including various deployable objects, the Hand Truck, Rolling Cart, and more. [*]Updated the code for all battery-powered items to match the new version. [/list] [list] [h1]・Container・[/h1] [*]Optimized the performance of containers such as Small Shelf, Shelf, and Material Storage Locker. They will no longer flicker when using the Performance Fix MOD. Shelf now has increased item slots, and Material Storage Locker has been upgraded with fire and water resistance. [*]The Cargo Crate Blocker has been changed to a small item. It can now be crafted in batches of 4 and stacked up to 32 for easier use. [*]The Crate Transport Mule has been completely reworked! It now includes a battery slot and will require a battery to operate. An additional slot has been added for small or medium items, and the UI for item storage has been visually improved. [/list] [list] [h1]・Diving・[/h1] [*]The durability of the Reinforced Oxygen Tank and Reinforced Oxygenite Tank has been increased to 1.25 times that of their standard versions (250/500). Quality bonuses now provide +20% per level. The Reinforced Oxygenite Tank can be recycled (and the Reinforced Oxygen Tank's bottle can also be used to craft the Reinforced Oxygenite Tank). [*]The durability of the Rebreather Unit has been increased to 250, and its durability recovery speed has been significantly improved. A bug that prevented usage when durability was depleted has been fixed; now, as long as there is power, the unit will continue to function even with zero durability. [*]The Utility Mk-I Hardsuit has been completely rewritten. Its defensive capabilities now combine the features of both a PUCS and a Safety Harness. It includes automatic medication injection, indoor oxygen supply, and the characteristics of a Safety Harness. Additionally, 4 slots for small items have been added. The materials required for crafting have also become much more expensive, and the GUI now supports multiple languages. [*]Added Utility Mk-I Hardsuit (invisible), which retains all the functions of the Utility Mk-I Hardsuit but is transparent. This item is designed for players using character appearance enhancement mods. d(`・∀・)b [*]The durability of the Oxygen Cell Mk-I has been increased to 875, and the Oxygen Cell Mk-II to 1250; quality bonuses now provide +20% durability per level for Mk-I and +25% durability per level for Mk-II. Both versions are recyclable. The Oxygen Cell's effect is similar to that of a very large Oxygenite Tank, but it does not provide the accelerated effect. [/list] [list] [h1]・Densifiedmaterials・[/h1] [*]All Densified Materials items have been completely remade. Generated items will now appear directly in hand. The bug allowing duplication using the Mechanic talent has been fixed, and the generation and selling probabilities have been adjusted (referring to the Crate of XXX series items). [/list] [list] [h1]・Installable machinery・[/h1] [*]Improved performance to some extent. [*]The Small Pump will have its durability automatically restored after being removed and is now repaired with a screwdriver (the required skill remains Mechanical. Since removing machinery requires a wrench, it has been changed to a screwdriver to prevent key conflicts; similar changes apply to other repairs that previously used a wrench). [*]Fabricator and Deconstructor production speed has been increased from 0.6x to 0.8x, with a corresponding increase in power consumption. [*]The Fabricator (Adaptive) now has increased power consumption and requires level 55 in both Electrical Engineering and Mechanical Engineering to repair. [/list] [list] [h1]・Tool・[/h1] [*]The materials required for crafting the Reinforced Welding Fuel Tank and Reinforced Incendium Fuel Tank have been increased. Their durability is now 300, with quality bonuses providing +20% durability per level. They can be recycled using any Reinforced Fuel Tank. [*]The Electric Drill's structure damage has been adjusted to match the increased structure damage of the vanilla Plasma Cutter in the new version (Structure Fix Amount: -0.4). Skill requirements have been added, along with hints for these requirements. [*]Ion Pulse Cutter now has 2.4 times the structure damage of the Plasma Cutter (Structure Fix Amount: -1.2). It includes a quality bonus with +20% Hull Damage and Deattach Time Reduction per level, but its power consumption has significantly increased. Skill requirements are now Mechanical Engineering and Electrical Engineering at level 50 each. [*]The Grappling Hook has been significantly redesigned and is now a small item that can only be used underwater. The redesigned ammunition allows players to use the ragdoll button to drag themselves. [*]The Laser Bore's structure damage has been adjusted to 0.96 times that of the Plasma Cutter (Structure Fix Amount: -0.48). It now includes quality bonuses, with each level providing +15% Hull Damage/Detach Time Reduction. Additionally, it has increased skill requirements (Mechanical Engineering level 30 and Electrical Engineering level 50). [*]Utility Pouch now has a higher manufacturing cost, but each slot can hold two items instead of one. [*]Label Printer has been changed to a small item, with all labels enlarged and GUI adjusted for compatibility across languages. [/list]

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Enhanced Immersion

Enhanced Immersion

por 76561198044041937

[h1]Requires client side lua to be installed for [Lua] features to work![/h1] [b]Every other feature listed without [Lua] still works if you don't have lua installed.[/b] [h1]Load Order:[/h1] - Any Mod - Enhanced Immersion - New Wrecks for Barotrauma (With sellable wrecks) | only if you have it installed and want to use it. [h1]Features:[/h1] [list] [*][b]Visual Interactions with Sound Effects:[/b] Items like junction boxes, supercapacitors, batteries, lockers, cabinets, etc. now feature visual interactions and sound effects. Keep in mind that items overriden by other mods will not feature these sounds and interactions! [*][b]Sound replacements:[/b] Item impact sounds were changed to fit certain types of items better, The ambient water background noise was drastically reduced to make the game less straining on your ears and make you actually hear your surroundings better, The sound range of certain items were reduced, so for example you don't hear the reactor throughout the entire submarine. Some items have their sounds replaced entirely. Keep in mind that items overriden by other mods will not feature these sounds! [*][b]Texture replacements:[/b] Currently only the doors with buttons have their button texture changed to an ID scanner attached to the door rather than a button on the background wall next to the door so you no longer have a button looking like it's floating if an item is placed behind it. [*][b]Additional wiring options:[/b] Many decorative items like neon signs or medical lights can now be wired to toggle them on/off. [*][b][Lua] Zoomed in camera:[/b] Your camera will be zoomed in much further to make you feel more connected with the game world and allow you to see all the details on and around your character. Aiming with a weapon will allow you to zoom out so you're not restrained in combat. Periscope only feature a tiny increase in view distance compared to vanilla. Improve it further by buying periscope upgrades. [u]Known issue: The zoom only functions correctly at a resolution of 1920x1080 or lower due to how the game scales the camera on higher resolutions.[/u] [*][b][Lua] zDoors integration:[/b] You'll be able to enter extra rooms by using certain doors in the background. Sadly NPCs won't be able to interact with these so they'll be unable to enter/leave these rooms. Modules will be available as a separate mod in the future. If you build your own modules, make sure to let me know and I'll link them here! [/list] [h1]Credits:[/h1] - Almost all Lua code by [url=https://steamcommunity.com/id/evilfactory]Evil Factory[/url] - Camera zoom by [url=https://steamcommunity.com/id/zomgtehderpy]zomgtehderpy[/url] - Lua code adjustments by [url=https://steamcommunity.com/id/Molasso]Plag[/url] - Configuration menu by [url=https://steamcommunity.com/id/aoyamajia/myworkshopfiles/]jia[/url] - Better wreck doors by [url=https://steamcommunity.com/id/legit_hacks]heheboi[/url] - Inspired by [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2679111898]Barotrauma Die Hard[/url] - Sound effects provided by [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2679111898]Barotrauma Die Hard[/url] and [url=https://quicksounds.com/]quicksounds.com[/url] and further adjusted by me [b]You don't really care about the sound replacements, adjusted ambient audio, interaction sounds, texture replacement for doors and the custom cursor? Check out [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3123289876]Enhanced Immersion (lua only)[/url][/b]

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BetterFabricatorUI

BetterFabricatorUI

por 76561198321491331

[h2]介绍 | Introduction[/h2] 本模组为加工台界面增加了实用的进阶筛选功能: [list] [*][strike]按物品分类筛选(医疗、武器、潜水、装备等)[/strike] — 游戏现已原生支持 [*]按内容包筛选(Vanilla、BOS、EK Pack、ITA 等) [*]拼音关键词搜索 — 首次启动时若检测到中文语言将自动启用 [/list] This mod enhances the fabricator UI with additional filtering capabilities: [list] [*][strike]Filter by Item Category (Medical, Weapon, Diving, Equipment, etc.)[/strike] — Now a native game feature [*]Filter by Content Package (Vanilla, BOS, EK Pack, ITA, etc.) [*]Pinyin Keyword Search — Automatically enabled upon first launch if Chinese language is detected [/list] [hr][/hr] [h2]使用 | Usage[/h2] 请务必订阅并启用 [u][url=https://steamcommunity.com/sharedfiles/filedetails/?id=2559634234]LuaCsForBarotrauma[/url][/u],并允许其运行 C# 脚本。 本模组为纯客户端模组,无需服务器安装,即插即用。 You must subscribe to and enable [u][url=https://steamcommunity.com/sharedfiles/filedetails/?id=2559634234]LuaCsForBarotrauma[/url][/u] and grant it permission to run C# scripts. This mod is client-side only and plug and play — no server installation required. [img]https://steamuserimages-a.akamaihd.net/ugc/1830162252580706941/50125004716BA263DFFAB990CDECE0383A230A94/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] [hr][/hr] [h2]配置 | Configure[/h2] 你可以在主菜单的 [b]Mod Gameplay Settings[/b] 中设置本模组的选项。 You can configure the settings for this mod via [b]Mod Gameplay Settings[/b] in the main menu. [url=https://github.com/zhu-rengong/Barotrauma-Mod-BetterFabricatorUI]GitHub Repository[/url]

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Immersive Repairs

Immersive Repairs

por 76561198044041937

[h1]A Repairs Overhaul[/h1] [b][u]No[/u] Lua required! Purely XML based.[/b] Repairs will take more time and coordination between crewmembers under certain conditions. Not recommended for people with low patience and a need for speedy campaigns. [h1]Features:[/h1] [b]Check the images above for more details![/b] [list] [*][b]Almost Completely Bot Friendly:[/b] Bots don't need to switch between different welding tools, automatically refill (repair) oil when repairing the engine and don't cause explosions on failed skill checks. Known issue: Bots also try to repair the submarine turrets outside, causing them to take a diving suit and then realizing that they can't follow repair orders outside the submarine, dropping the suit somewhere in your submarine or in outpost airlocks if docked. There is currently no way to get rid of this issue unless the game devs allow bots to have a repair order active outside of submarine as well... :) [*][b]The Right Tool For The Job:[/b] Pick the tool that suits your situation best! For example a jackhammer is good for mining while the plasma cutter is good for tearing down structures. [*][b]Outside Repairs:[/b] No longer can the mechanic repair everything from inside. The turrets and discharge coils will now slowly take damage from usage, so you should repair them once in a while if you don't want them to break during combat! They now also feature a condition output pin so you can wire them up to a text display to always have an eye on their condition. Damage on your outside hull? Better get a diving suit and go repair it from the outside as welding tools have a shorter range, require more precission and can no longer weld through multiple walls. Still sinking so you can't get out, but you also can't reach the leak due to some questionable sub-design? Don't worry! Make sure to have an "Automatic Welder" at hand to place down near a spot you seemingly can't fix and it will do the rest! [*][b]New Repair Failures:[/b] Not qualified for the job? Better leave it to the professionals. Engines can now explode on failed repair attempts and depending on the speed they were running at, the damage increases, dealing not only damage to you but to your submarine walls as well! Feeling tired? Maybe try yourself on a junction box, supercapacitor or battery to get a fresh zap of energy! [*][b]New Effects:[/b] Some items come with special effects under certain conditions. Oxygen generators will drain oxygen from all rooms when set on fire while junction boxes, supercapacitors and batteries will randomly zap, start fires or electrocute nearby water when flooded. [*][b]Air Filters:[/b] Oxygen generators now require an airfilter. Don't worry, you don't have to constantly craft a new one as long as you take care of it by regularly cleaning it with ethanol, especially after flooding! If you don't take care and let it break, you'll have to replace it with a new one. [*][b]Vents Need Blades:[/b] That's right. All of your vents will now require vent blades to function. Vent blades will take damage in water so best to check on them after a flooding! They can also be thrown at intruders (or crewmates) but they will take damage as well as the person hit by it. [*][b]Hidden Loose Vent Inventories:[/b] No longer can you tell which vent is a loose vent and which one is not. You can only find out by opening a vent with your "Action" key (default "E") while having a crowbar equipped to view the hidden inventory. [*][b]Oiled Engines:[/b] Engines will now require oil. Engines without any oil will rapidly degrade and explode upon breaking, damaging nearby players and the submarine hull. (Cooking Oil from Hungry Europans also works, but doesn't last very long) [*][b]Sensible Reactors:[/b] The same repair failure event as seen in my Enhanced Reactors mod, but without the radiation. Make sure to turn a reactor off before trying to repair it or it may enter a critical state which would require you to constantly repair it for about 30 seconds as soon as possible! or it will blow up while also battleing with random fires, so better have a helping hand with a fire extinguisher on your side, if you do decide to try and repair an active reactor! It is recommended to quickly spam-click the repair button if the reactor entered the critical state as it doesn't take any fail damage in this state, until your repair progress was successfully started and the condition is above 30%. [*][b]Multitool, A Repair Pack Replacement:[/b] Forgot the repair pack existed? Yeah, me too... It's more useful now as it has become a multitool which can repair things very quickly. It's perfect for sticky situations that require extremely fast repairs. However repairing objects with its handheld mode by just pointing and pulling the trigger is the fastest, but will not prevent degrading of the repaired object for a while, meaning it will start to degrade again right after the repair. The multitool will degrade very quickly from usage itself, making it a costly tool as it requires inserting a new fpga circuit to fix it back up again. But it also still acts as a screwdriver and wrench combined, so you don't need to carry those with you any more. [*][b]New Afflictions:[/b] Welding without a welding mask? Not a bright idea, despite the welding sparks being very bright... In fact too bright for your eyes! So watch out to not catch a "Welder's Eye" or you'll have a hard time navigating around your submarine. It can only cure on its own very slowly or treated by outpost doctors for quite hefty price! (Playing with Hungry Europans? Sleeping in a bed will speed up the healing process drastically!) Watch out for oil! Failing an engine repair or somebody throwing a canister of oil at you will spill some oil onto you, making you slip and fall for quite a while. Get rid of it quickly by getting sprayed with a sprayer containing ethanol! [*][b]Reworked Fixfoam:[/b] Fixfoam is no longer available as a grenade and can only be applied via a sprayer with a fixfoam tank to temporarily very quickly repair any leak. After applying fixfoam, you have about 3-4 minutes to weld over the fixfoamed area to prevent it from opening up the leak when it's starting to degrade. [*][b]New And Additional Sounds:[/b] Some modified items like the oxygen generator and vents will now feature new sounds and have interaction sounds when for example opening their connection or repair panel. If you've played with Enhanced Immersion, you're already familiar with them. [/list] [h1]Compatibility And Other Patches:[/h1] Read the descriptions of these patches and follow load order instructions to prevent issues! - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3239152683]Vanilla Oxygen Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3120380654]Vanilla Welding Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3120381149]No Turret Repairs Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3153498101]NT Cybernetics Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3165372921]Robotrauma Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3170002589]Russian Translation[/url] [h1]Load Order:[/h1] - Enhanced Reactors / - Hazardous Reactors (If you're playing with one of them) - Immersive Repairs - DynamicEuropa (If you're playing with it) - Neurotrauma (If you're playing with it) [h1]Credits:[/h1] - Early version testing, feedback and ideas - [url=https://steamcommunity.com/id/orthos/]orthos[/url] - Firefighter Suit - [url=https://steamcommunity.com/profiles/76561198074767299]Hadrada[/url] - Simplified Chinese translation by [url=https://steamcommunity.com/profiles/76561199270923129/]HDC[/url] - German Translation by [url=https://steamcommunity.com/id/profole2007]profole[/url]

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EK Armory Remastered(EK Armory重製版)

EK Armory Remastered(EK Armory重製版)

por 76561198412031281

[h1][b]This is the EK branch mod with the fewest bugs on the entire Workshop.[/b][/h1] [h1]・Introduction・[/h1] EK Armory Remastered True to its name, I've gone through the entire mod, addressing issues wherever possible, and ensuring it functions smoothly in the latest version of Barotrauma. Even in the remastered edition, this MOD still belongs to the original creator, Videogames. The following are his original modules. https://steamcommunity.com/sharedfiles/filedetails/?id=1769403760 Due to the author's prolonged inactivity, their MOD has long been incompatible with the new versions. However, the EK MOD is truly excellent, so I've balanced the crafting recipes and damage in my own way, fixing over 99% of the bugs. This includes not only critical bugs rendering items unusable but also various crafting table design issues, price balancing, natural item generation probabilities, usage level requirements, ammunition damage, and the redesign of some item mechanics achieved in new ways for the intended effects. [hr][/hr] [h1]・Installation Order・[/h1] Installation is straightforward; the order of the four EK Remastered MODs can be swapped freely (mostly without issues). The original EK or EK Mods for 1.x.x.x is no longer required (many content annotations have undergone significant changes). However, there are two points that need special mention. [*]If you have installed the BaroTraumatic MOD, make sure to place EK Utilities Remastered above BaroTraumatic. [*]If you have installed MODs that can overwrite ores, place EK Dockyard Remastered above them (e.g., mods related to larger stack sizes, which can easily cause conflicts; it's recommended to place them at the bottom). [hr][/hr] [h1]・Changes Made・[/h1] [list] "Here is a list of the major changes made:" [*]Adding a subcategory for easier item location in the Submarine Editor. [*]Optimized certain GUI elements and made language adaptations for some GUIs (e.g., diving suit lights, gun lights GUI, and switches). [*]Corrected the issue in the original MOD where there were numerous crafting recipes allowing skill points to be obtained without cost. Organized overly cluttered crafting tables. [/list] [list] [*]For convenience, most ammunition, similar to 搬砲彈 MOD, can now be placed in the inventory. If this feature is undesired, it can be overwritten by installing an accompanying MOD. [*]Addressed the abnormal ammunition quantity issue in the Extended Ammunition Box based on the original ammunition. Also fixed the problem of an additional white line appearing at the top of the texture. [*]Corrected the texture display issue of the Extended Ammunition Box on the Ammunition Shelf (Wrecked). [*]Added rapid detonation ability to Hybrid Flak Ammunition Box upon hitting a target. Optimized the user experience of Extended Hybrid Flak Proximity Ammunition Box. [*]Hybrid Toxin Ammunition Box updated to inflict toxin contamination, causing continuous armor-ignoring organ and internal damage (stackable) on hit targets. Offers extra damage to abyss creatures, Moloch, Mudraptor, Thresher, Bonethresher, and some small creatures. [*]Adjusted Railgun Piercing Shell/Railgun Armor Piercing Explosive Shell and made adjustments to armor-piercing capabilities. It seems the original author did not consider the possibility of multiple hits on the same monster due to multi-segment detection, causing severe balance issues. This problem has been addressed throughout this MOD. [*]Adjusted the damage, fixed design flaws, and addressed the issue of attacking the submarine when there are no monsters for Railgun Homing Shell and Nuclear Homing Shell. They can now be indirectly shot, and their tracking capability and practicality have significantly improved. (This is one of my most satisfying Railgun Shell enhancements in the remastered version, making it extremely enjoyable.) [*]Railgun Sonar Decoy has been redesigned with a decrease in initial velocity, an increase in sonar range, and duration. Direct hits will no longer trigger an immediate explosion; instead, the decoy must be surrounded by monsters for at least 3 seconds (or automatically detonates after 60 seconds), providing ample time for attracting enemies. [*]Fixed the Bug where Railgun Halfshells would spawn Railgun Halfshell out of thin air. [*]Increased the crafting materials for Hybrid Ammunition Box to nearly 2 times (to make the crafting materials whole numbers). As compensation, the ammunition capacity has been doubled (80 rounds/160 rounds, Hybrid Flare Ammunition Box has 10 rounds). [*]Some weapons will have an increased fire rate when meeting skill requirements, and the maximum ammo stack for some weapons has been raised. The Gauss Pistol and Gauss Rifle will now have increased durability with quality adjustments. [*]The Alien Rifle, Laser Pistol, and Laser Rifle will now inflict a small amount of EMP damage, providing potent control against certain mechanical creatures. [*]Military Mk-I Hardsuit: Redesigned. The new Mk-I now requires an oxygen tank for breathing, similar to regular diving suits but with stronger defense (essentially a code rewrite). [*]Military Mk-II Hardsuit: Redesigned with automatic injection system like PUCS, reduced oxygen consumption, improved water flow resistance, health scanner, and enhanced life support. Maximum diving depth extended to 12000 meters (code rewrite). [*]Adjusted the quality modifier for melee weapons as some effects no longer exist. [*]Throwing Knives have been completely overhauled, eliminating the bug that prevented them from being properly unequipped when worn (which stemmed from their ability to equip themselves). They are now larger in scale for easier retrieval. [/list] [hr][/hr] [h1]・Special Changes・[/h1] [list] [*]Some ammunition types have a certain probability (very low) to naturally spawn in wreck's loading mechanisms (Coilgun, Railgun, Flak Cannon). In other words, Thalamus will use them. Rest assured, this does not include any Nuclear Shells or projectiles that can penetrate hulls (to prevent being suddenly killed by Railgun Shells). [*]Added Extended Depleted Fuel Coilgun Ammunition Box, Extended Shredder Chaingun Ammunition Box, and Extended Ammunition Box for Flak Cannon. [*]Added Military Mk-II Hardsuit (Invisible), offering formidable defense without obstructing the appearance (although it comes at a higher cost). [*]Flamethrower Incendium Tank now features a new visual effect with rose-red flames. [*]'Beast' SSL and Alien Rifle will stun the user when used without meeting the skill requirements. [*]Dart (Explosive) mechanism redesigned to allow consecutive detonations on the same enemy, and reputation will not be reduced. [*]Smoke Grenade and 40mm Smoke Grenade's blindness effect significantly enhanced. They can now cause additional damage to specific creatures. Additionally, entering the smoke will provide a special buff (smoke conceals movements, quite reasonable, right?). [/list] [hr][/hr] [*]This module has undergone an extensive amount of work, and while there might be room for further adjustments in weapon balance, the shipborne weapons are mostly finalized. If you come across any bugs or have suggestions, please feel free to leave a comment. Naturally, I'll carefully consider the feasibility of any suggestions. Your feedback is highly appreciated.

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Dead Space

Dead Space

por 76561198071687805

Dead Space Mod for Barotrauma! There are now more developers working on this mod. Hopefully we can bring you more content soon! Currently this mod includes; - Unitologist faction - Dead Space monsters - Weapons such as the Plasma Cutter and Pulse riifle - Infections poisons that can infect or even reanimate corpses - Missions from killing monsters or retrieving obelisks - Traitor missions :^) - A protective dead space themed security officer suit. More suits will be added. - Outpost events - Some miscellaneous items such as alarms and sub related things. Check out the Discord for more information. New Discord Invite Link: https://discord.gg/mQND2S5

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Barotrauma 40K

Barotrauma 40K

por 76561198129139812

[h2]WARNING! THIS MOD IS NOT SUPPOSED TO BE USED WITH OTHER MODS! DO IT ON YOUR OWN RISK AND FEAR.[/h2] As example: [h3]What you can use without any issues:[/h3] https://steamcommunity.com/sharedfiles/filedetails/?id=2390126010 [h3]What I highly DON'T recommend to use with this mod ever:[/h3] https://steamcommunity.com/sharedfiles/filedetails/?id=2518816103 https://steamcommunity.com/sharedfiles/filedetails/?id=2085783214 https://steamcommunity.com/sharedfiles/filedetails/?id=3190189044 [h2]Also this is content package and you should look for it in content package list, not in regular mod list.[/h2] If you have problems with it - there is guide for you: https://steamcommunity.com/sharedfiles/filedetails/?id=2924571890 [h3]Bug reports, updates info, chat, suggestions here: [/h3] https://discord.gg/rUxhegan3x [h3]There is no ID list and will never be[/h3] Mod wiki: https://barotrauma-40k.fandom.com/wiki/Barotrauma_40k_Wiki This mod is a global conversation of the game into grim darkness of the far future! Here you can find tons of new wepaons and armor, new genetic material, some food from the warhammer and the most important... You can meet enemies from the darkest universe and show them who is the boss of the Europe Current stage of the development: Gene cult Next stage: Tyranids *Make sure you have turned off campaign tutorial before starting singleplayer campaign [h1]Campaign[/h1] The mod brings many changes to the campaign mode. From the modified generation of vanilla outposts and the introduction of new types of locations to the impact on the generation of global map and biomes. Despite all these mod also adds bunch of side factions which have their own events and hirable companions (as for reputation, as event ones). Later, when game will get some fixes mod will also change the plot of the game. [h1]Level generation[/h1] The levels have become longer and more filled. This means more attacks from various creatures, more resources on the level, more caves, more ruins and more wrecks. [h1]Ruins generation[/h1] Instead of normal vanilla ruins you will find out necron tombs which are way harder but can provide some very good loot [h1]Enemies[/h1] In mod not only adapted vanilla creatures can become your enemies, but also a few of mod's creatures. Here you have tyranid hybrids, infected space marines,cultists and many others... With whom you just do have to fight... [h1]More missions[/h1] New types of missions are coming into mod. You can get a mission to collect plants, clear the ruins from necrons, exterminate swarms of hybrids, fight space marines at abandoned outposts, as well as many other tasks... [h1]New professions[/h1] In mod at this stage, you can become a full-fledged imperial guardsman, one of two types of techpriests, a skitarii, a sister of battle, a rogue trader. Medic and assistant job remained from vanilla but both have many new things coming from the mod. [h1]Deep game changes[/h1] The mod largely changes a decent part of the game mechanics to make the game harder. This includes as whole medical system overhaul, as additional attacks during transition and many-many things else. [h1]Items[/h1] The biggest part of mod is the items. [h2]Weapon[/h2] You can find, create, buy or snatch from the hands of opponents many different guns and blades. Starting from the stab pistol and autogun, ending with the armament of astartes and xenotech. [h2]Armor[/h2] You can feel like a many who... As a commissar, even as an astartes, as a Skitarii or may be as a sister of battle [h2]Materials and resources[/h2] To create and maintain items from the mod, you may need new resources such as ceramite, adamantium, thermoplas or biomaterials [h2]Medicine[/h2] The medical system has been redesigned in mod. Morphine, fentanyl and opium now work as painkillers, and damage is treated with the help of biogels, surgical kits, first aid kits and medical beds. Also, some items have been added to the mod to simplify life. These include diagnostor, inoculator, amasec and recaf. Mod's medical system contain bunch of new critical states that aren't exist in base game such as sepsis or pneumothorax. Also worth mentioning that medical system is kinda customisable because it's difficulty depends on the world hostility parameter. [h2]Decorative items and mechanisms[/h2] The decor and functional items were not forgotten. In the mod, you can find a certain amount of decor from 40k, as well as ready-made assemblies of items for the submarine editor have been added to the mod. [h2]Submarine guns[/h2] In the mod, you can use hellagns, lascannons, plasma cannons (those that don't explode on submarines), bolter turrets, macro cannons and the nova cannon. [h3]You can support us here:[/h3] https://boosty.to/besasbashkoiteam https://www.patreon.com/Beda_s_bashkoii [h3]Refs for wrecks:[/h3] https://steamcommunity.com/sharedfiles/filedetails/?id=2524012536 https://steamcommunity.com/sharedfiles/filedetails/?id=2347281046 https://steamcommunity.com/sharedfiles/filedetails/?id=2741709570 [h3]Music in the mod:[/h3] DoW 1 Main theme - https://www.youtube.com/watch?v=sFAKECUeew0 DoW 1 Chaos theme - https://www.youtube.com/watch?v=4qGi9ppL34E DoW DC Necron theme (from dow files) DoW 2 OST - https://www.youtube.com/watch?v=EHbZ9FBklN8&list=PLyLLeKcxw24U14M_VbVlAgXDEk7c1VOrS Battlefleet gothic armada 2 OST - https://www.youtube.com/watch?v=SN62uGloTGg&list=PLyLLeKcxw24VOPJXyq5soWESsRKDa5V45 Chaos Gate (1998) OST - https://www.youtube.com/watch?v=lhll0TDIIdk&list=PLYStYjr1J77IAW6o1A76y7GqsTbwZ7Kjf Mechanicus OST - https://www.youtube.com/watch?v=ZLsX9WUdYnU&list=PLnSG0OA5vYnTLQ77f5EmLoW52vIX5jAAK We hunt the Despoiler (Battlefleet gothic armada OST) - https://www.youtube.com/watch?v=797DPVc6VL4 Lament configuration theme - Hellraiser (1987), covered by Alpharius Collaboration with: https://vk.com/korgill Noise cannon, blast master and relic guitar themes Slaanesh speaker: "27" "svinokon" "Purgatory" "Infidel" "Fuck you all" [spoiler] Tags: Warhammer 40000, Warhammer, Warhammer 40,000 [spoiler]

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EK Dockyard Remastered(EK Dockyard 重製版)

EK Dockyard Remastered(EK Dockyard 重製版)

por 76561198412031281

PS:The translation here is not yet complete, so for now, a temporary translation using ChatGPT has been provided. The terminology is likely different from what is used in the game. [h1][b]This is the EK branch mod with the fewest bugs on the entire Workshop.[/b][/h1] EK Dockyard Remake As the name suggests, I’ve reviewed the entire mod, fixed issues, adjusted balance, and matched it to the new version. Even though it is a remake, this mod still belongs to the original creator, Videogames. Here is the original mod: https://steamcommunity.com/workshop/filedetails/?id=2390137099 Installation Order There is no longer a need for EK Mods for 1.x.x.x or EK Mods Traditional Chinese (many comments have changed significantly). The order of the four EK Remake files can be arranged freely, with no major issues. However, if you have the BT mod installed, be sure to place EK Utilities Remake above the BT mod. Other than that, the order doesn’t matter. The following lists most of the changes made (it’s normal if I’ve forgotten some, as I made too many changes): Full Chinese translation, including some new item descriptions, and fixes for incomplete or incorrect translations in previous EK patches and Traditional Chinese mods. Fixed display bug caused by missing alphablend="false" in some lighting. Added subcategories for easier item search in the Submarine Editor (other EK Remakes will gradually be added). Item Changes: Small Ground Pump: Depth slightly reduced (a bit higher than wall height), minor reduction in power consumption. Added Tritium (same as EK Armory Remake, to prevent errors when Armory is not enabled, but you can choose not to enable Armory). Added Helium-3, used in crafting certain items. Rotatable Exhaust Pipes depth modified (set to 0.959). Power Fins optimized for better performance (Note: If you want them indestructible, set durability to 99, otherwise, the texture for damage indicators won’t disappear). Reactor and Power Systems: Reactor and Generator: Redesigned for better balance, adjusted power generation and fuel consumption (updated the code to prevent bugs). Added extra fuel slots. Hydrocarbon Fuel: Material changes, quality adjustment (10% durability per level), stack limit increased to 8, explosion mechanism changed to the same as welding fuel tanks. New Fuel Enhancer fuel, with twice the durability of Hydrocarbon Fuel, and 15% durability per quality level. Diesel Generator: Power generation boosted; Large (10,000), Medium (6,500), Small (3,500). Fusion Reactor: Fusion Reactor: Modified meltdown time to match real-world behavior (Fusion reactors are known for safety, unlikely to explode). Medium reactor significantly increases power output. Fusion Fuel (Tritium-Deuterium): Material change (requires Tritium to craft), increased quality (10% durability per level). Fusion Fuel (Oxygen Ore): Material change (requires Uranium, setting up a reaction between Oxygen Ore and Uranium to generate fusion fuel). Durability increased to 120 (+15), quality added (10% durability per level). Fusion Fuel (Helium-3): Requires Helium-3 for synthesis, increased quality (10% durability per level). Fusion Fuel (Alien Battery): Synthesis output halved (materials doubled), but durability doubled, quality increased (15% durability per level). Crafting and Tools: Adaptive Workbench: Increased power consumption, accelerated crafting speed, added skill requirement for repairs, damage on repair failure. Fixed Thrusters: Performance optimization. Control Chair: Added effects to alleviate nausea, drunkenness, and hallucinations. Stun Coil: Mechanism modified (now a true Electromagnetic Coil, not a turret imitation, which allows no need for virtual projectiles). Miscellaneous: Advanced Emergency Lights: Removed power input interface, all lights no longer have PowerTransfer elements (they can no longer transfer power).

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More Artifacts (AOCS)

More Artifacts (AOCS)

por 76561198036131464

[h1]Hi.[/h1] What if it turned out that there were more than five artifacts? What if there were more than three alien trinkets? What if they began to find in the ruins not only traces of an ancient race? Maybe the answer is here somewhere. [h1]So what does this mod offer?[/h1] [b]New artifacts![/b] [img]https://media.giphy.com/media/aO5YLgwi0BxJ9A8oO2/giphy.gif[/img] [b]New alien trinkets![/b] [img]https://media.giphy.com/media/4ic8vR01kMEvpk2JTZ/giphy.gif[/img] [img]https://media.giphy.com/media/2kolHCgSwu9cYtfIAk/giphy.gif[/img] [b]New ruin rooms![/b] [img]https://media.giphy.com/media/gXk0MszDt0quXmF4qE/giphy.gif[/img] [b]And many... [img]https://media.giphy.com/media/OZBd0ghApk6FRWKXb6/giphy.gif[/img] ... Many... [img]https://media.giphy.com/media/wDq462s4khkbc0Gn64/giphy.gif[/img] ... Many... [img]https://media.giphy.com/media/5zmp2oaDhINqNzucez/giphy.gif[/img] ... MANY... [img]https://media.giphy.com/media/YwkZWhCS0pQ0lPmieT/giphy.gif[/img] ... MANYMANYMANY... [img]https://media.giphy.com/media/2sp6G8NTqwHqJYB2GF/giphy.gif[/img] [img]https://media.giphy.com/media/smumzuAgUAydkLZwum/giphy.gif[/img] [img]https://media.giphy.com/media/A2tEJeCtC0WTtqLTVd/giphy.gif[/img] ... New things related to alien materials.[/b] [b]And also soda.[/b] [img]https://media.giphy.com/media/1ZPtFXMUpxZJOK5MJi/giphy.gif[/img] [h1]This is not enough description of the mod...[/h1] If you don’t want to guess what the next workshop’s pandora’s box hides, but want a direct description of all things: https://docs.google.com/document/d/1Bhb-gNFP601j_WwLLmgg6HWV6Tfepr5aT4K8bFt7F-c/edit (Last update - 09.08.2023) [h1]Compatibility with other mods?[/h1] This mod only adds new things without changing the vanilla. Therefore, it is compatible with everything, but you never know how the game will decide to behave with certain things (especially in terms of optimization). [h1]That's all, folks![/h1] Constantly something does not work as intended for in-game reasons or due to banal inattention. Feel free to submit a bug report if you feel something is not working properly. If you only want new artifacts and trinkets without bothering with the rest, then take a look at [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2820157920]More Artifacts Lite.[/url]

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Apo-4A "Saber"

Apo-4A "Saber"

por 76561198166967743

[h1]Now support: 简繁中文 English Russian Japanese (Translated by [b]Arkblade[/b]) Polski (translated by [b]Frosteusz[/b])[/h1] [h1]But the broadcasting system is still in Chinese. Localization will be ignored when the signal is transmitted to the chat box[/h1] [h1]如果你喜欢这艘潜艇,请给个赞,这对我很重要,谢谢你们![/h1] [h1]If you like this submarine, please give me a like! This is very important to me, thank you![/h1] 大家好,这是我自行设计的第四艘潜艇,Apo-4,绰号“Saber”,不同于Apo-3,该潜艇需要许多船员才能驾驭。 Hello everyone, this is the fourth submarine I designed by myself, Apo-4, nicknamed "Saber". Unlike Apo-3, this submarine needs a lot of crew to navigate. [b]推荐船员数量/Recommended number of crew: 5-16 水平极速/Max Horizontal speed: 50km/h 上浮极速/Max ascent speed: 18km/h 下潜极速/Max dive speed: 16km/h[/b] 本舰最大的特点是拥有警报广播系统,包含的警报有:进水警报、火灾警报、敌袭警报、反应堆燃料耗尽警报、深水炸弹保险关闭警报。 The biggest feature of this submarine is that it has an alarm broadcasting system, which includes: flood alarm, fire alarm, enemy contact alarm and depth charges safety shutdown alarm. 反应堆燃料耗尽和有人进入军械库都会触发广播。 The exhaustion of the reactor fuel and the entry of someone into the armory both trigger the broadcast. 武器方面仍旧拥有四门电磁枪,两门轨道炮。不同于Apo-3,电磁枪取消了自动控制模式,它们只能手动操作。 She has four coilguns and two railguns. Unlike Apo-3, coliguns cancel the automatic control mode, and they can only be operated manually. 两枚深水炸弹和两枚诱饵弹。可以随时选择诱饵或者深水炸弹。 Two depth charges and two decoys. you can switch decoys or depth charges at anytime. 两个自动电磁线圈,频率为5秒一次,如果侦测到敌人,将会自动放电。 Two automatic electromagnetic coils, with a frequency of 5 seconds, will automatically discharge if an enemy is detected. 到站之后,反应堆将会自动关闭。离港后会自动启动。 After arriving at the station, the reactor will automatically shut down. It will start automatically after departure. 本舰拥有备用线路,如果接线舱室遭到破坏,船长可以切换至备用线路,该状态下潜艇仍能进行机动。 The ship has a backup circuit. If the wiring compartment is damaged, the captain can switch to the backup circuit, and the submarine can still maneuver in this state. 谢谢你们的订阅,如果可以,请给我点赞和收藏。 Thank you for subscribing, if possible, please give me likes and favorites.

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Duffle Bag 2.0, Backpack & WaistBelt

Duffle Bag 2.0, Backpack & WaistBelt

por 76561198034495866

Latest game update - I've updated the mod to work with the latest update (updating after 2 years) however, whilst everything is seemingly working again, the sprites need repositioning. the backpack is working perfectly but the duffel bag position in the hand is a bit janky. the waist belt is all kinds of messed up too. ill get around to fixing that soon. Changed backpack name to Back-pack so it doesnt conflict with the new official backpack An improved Duffle Bag and new Backpack item to get that ever need inventory. Now includes a new WaistBelt! Duffle Bag: -36 Item Capacity -Any hotbar slot -Fits on shelves -Can hold larger items, weapons etc -Boxception. -New Custom Texture Fabricated using and deconstructed into Organic Fiber or purchased from stations for 75mk. Backpack: -36 Item Capacity -Hotbar or Wearable in the bag slot -New Custom Texture -Provides Armour buff to player -10% Speed reduction when wearing Fabricated using and deconstructed into Ballistic Fiber & Organic Fiber or purchased from stations for 125mk. WaistBelt: -16 Item Capacity -Hotbar or Wearable in the bag slot -New Custom Texture -Slows Bleeding Fabricated using and deconstructed into Organic Fiber or purchased from stations for 50mk. ------------------------------------------------------------------------------------------------------ Needless to say (or so I thought) - DO NOT COPY, MANIPULATE OR REDISTRIBUTE WITHOUT PERMISSION. No Known issues. - If you drop your bag, remember to use the "E" key to pick it up again. A more multiplayer Balanced version of the mod is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=2468468314 Check out ПΛПО Dragoon's Waistpack mod here for an alternate solo Waistpack with larger inventory: https://steamcommunity.com/sharedfiles/filedetails/?id=2462679152

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Immersive Ignitables

Immersive Ignitables

por 76561198044041937

[h1]Features:[/h1] With [b]Immersive Ignitables[/b] you'll need a lighter or an open fire to be able to make use of certain items. Smoking also becomes more immersive by applying additional visual, particle and sound effects. You will now exhale smoke after taking a drag and depending on how long you inhaled, you will exhale smoke for a longer duration. Ignited items will only burn as long as they are actively held or dropped on the floor. They will extinguish when they come in contact with water or when stored in your pockets or another container, except for trash cans. Here is a list of all the items adjusted or added by this mod: [list] [*][b]Lighter[/b] Used to ignite any ignitable item nearby. This allows to for example light a molotov or cigarette of a fellow crewmate if you hold your lighter close to their held item. It has a total active burn time of 120 seconds and once its fuel is empty, it will only spark, but never turn on. It can be refilled with welding fuel at a fabricator. It is not possible to display the fuel left inside it so if the lighter is no longer turning on after several attempts, it is probably empty. It will extinguish and can't be used when in contact with water. You can craft colored variants at a fabricator and find rare, more fuel efficient, engraved lighters in wrecks and abandoned stations. [*][b]Lighter Fuel[/b] Used to refill lighters. You can refill your lighter with it by holding both items in your hands and holding [RMB] (Aim). A single Lighter Fuel can refill a lighter fully up to 4 times. It can be crafted with aluminum and ethanol, but you can also buy it or find it in loot. [*][b]Pack of Cigarettes[/b] Can be bought at outpost merchants, vending machines or found in loot. Comes with 20 cigarettes inside. [*][b]Cigarette[/b] Once lit, it can be smoked to gain small amounts of psychosis resistance and cure a bit of your psychosis. It can be bought as Pack of Cigarettes at outpost merchants. Changes its sprite depending on how much of it has burned. [*][b]Cigar[/b] Once lit, it can be smoked to gain psychosis resistance and cure psychosis and reaper's tax. As in vanilla, it requires the captain's talent to craft it. Changes its sprite depending on how much of it has burned. [*][b]Captain's Pipe[/b] Once lit, it can be smoked to gain medium amounts of psychosis resistance and cure some psychosis. Requires Pipe Tobacco inside it to be able to light it up. [*][b]Molotov Cocktail[/b] Once lit, it can be thrown. It will explode on impact and cause a massive fire. If it somehow survived the impact, you can shoot at it, explode something nearby or hit it with a melee weapon to cause it to explode. [*][b]Crumpled Paper[/b] Once lit, it can be thrown and will start a fire after a few seconds. They can be found in trash or crafted with carbon at a fabricator. [*][b]Trash Can[/b] Putting a lit item inside a trash can will cause a fire after a while. [/list] [h1]Load Order:[/h1] - Immersive ignitables - Hungry Europans [if you're using it] - Neurotrauma (Maintenance update) [if you're using it] - Any mod that overrides any of the listed items Not compatible with the original Neurotrauma due to not adding its afflictions via overrides! Use [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3190189044]Neurotrauma (Maintenance update)[/url] instead which has fixed this issue. [h1]Compatibility and other Patches:[/h1] Please read the descriptions and follow load order instructions! - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3579516682]Tobacco Addiction Add-On[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3220119011]Russian Translation[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3290338341]Chinese Translation[/url] [h1]Word of Advice:[/h1] I recommend to not hoard loads of ignitable items as they may impact performance in large quantities in already heavily modded campaigns. It isn't really noticeable in vanilla or lightly modded campaigns, but heavily modded campaigns that are already struggling with performance may have trouble with too many of these items. You can have quite a few of these in existence, but note that if you experience a lower framerate or lag after buying like 10 packs of each 20 cigs, you might want to get rid of some. All items can be deconstructed to get rid of them.

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天赋增强 - Talent Enhancement[CN-EN-RU-FRN]

天赋增强 - Talent Enhancement[CN-EN-RU-FRN]

por 76561198257023744

#天赋树修改-和其他修改天赋树的MOD互相冲突: #Talent tree modifications - and other mods that modify the talent tree conflict with each other: #Модификации дерева талантов - и другие моды, изменяющие дерево талантов, конфликтуют друг с другом: 通用天赋学习一个就可以解锁下一行,三条线的所有天赋都可以学习并且在学习其中一条天赋时不会锁定其他两条天赋 Generic talents can unlock the next line after you learn one. All three columns of talents can be learned, and starting to learn one of the columns does not lock the other two columns of talents. Общие таланты могут разблокировать следующую строку после изучения одного. Все три колонки талантов могут быть выучены, и начало изучения одной из колонок не блокирует две другие колонки талантов. #修改的天赋和物品,以及新增的物品详情请查看此链接:[url=https://steamcommunity.com/workshop/filedetails/discussion/2803561945/6197556602764608208/] [b]#修改内容[/b] [/url] #The talent and the items that have been modified and added can be found in the middle section of this linked page: [url=https://steamcommunity.com/workshop/filedetails/discussion/2803561945/6197556602764608208/#c6197556602764631153] [b]#MOD modified items[/b] [/url] #Таланты и измененные и добавленные элементы можно найти в нижней части страницы по ссылке: [url=https://steamcommunity.com/workshop/filedetails/discussion/2803561945/6197556602764608208/#c6197556602764643559] [b]#MOD измененный элемент[/b] [/url] [hr][/hr] [b]English content from Google Translate And EnglishVanilla.XML[/b] [b]Приведенный ниже текст взят с сайта DeepL или из официальных переведенных языковых файлов игры.[/b] Some English and French content in the game was created with the help of [url=https://steamcommunity.com/profiles/76561198029647236] @Foxtrot39 [/url], thanks a lot for his help! Thanks[url=https://steamcommunity.com/id/muhamvv] @Happy Cat [/url]for the help with the Russian text content! [hr][/hr] [img]https://steamuserimages-a.akamaihd.net/ugc/1830159746169505364/6FEA4D465978DCEBC9815AE94D6FB6329550F442/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] 联机水群:770395108 模组造船:200300947

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MN Creatures

MN Creatures

por 76561198820504692

[h1] Mod development has been discontinued, the details are at the bottom of the description. [/h1] Creatures description: [b] Europan Trout [/b] The most harmless creature on Europa. Small packs of these will follow your submarine. It serves as a "decoration" for a variety. [img]https://steamuserimages-a.akamaihd.net/ugc/2051995597625793224/42810E42F55B48BF5A57BAC57617F325B16DD536/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] [code]HP: 60 Weak points: Everywhere Сan be found starting from Cold Caverns and ending with The Great Sea.[/code] [b] Ice Shark [/b] One of the common predators on Europa. In terms of strength and speed, it is comparable to a Bone Thresher, but slightly surpasses it in all indicators. [img]https://steamuserimages-a.akamaihd.net/ugc/2051995597625799114/6987761E8245AB06F9E086201DF913D00F8E70E3/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] [code]HP: 250 Weak points: Head Сan be found starting from Cold Caverns and ending with Hydrothermal Wastes[/code] [b] Mud Dragon [/b] An extremely dangerous lone predator. It can easily rip open the hull of a submarine. If you meet him outside the submarine, you have no chance to survive. [img]https://steamuserimages-a.akamaihd.net/ugc/2051995597625806761/A435EE1F2E7A64A9F972AC27001095DA8962B4D5/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] [code]HP: 600 Weak points: Middle of the tail (Head and torso are well protected) Сan be found starting from The Aphotic Plateau and ending with Hydrothermal Wastes[/code] [b] Caver [/b] This creature can only be found in caves. Passive-aggressive, will try to stay away from the players. If you swim too close or attack, it will try to bite you and then escape. Poisonous, with a 50% probability can poison a player by morbusine. [img]https://steamuserimages-a.akamaihd.net/ugc/2051995597625810283/1056DA1751696FA70CF11779EA3A5487A47C5305/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] [code]HP: 200 Weak points: "Face" and the front part of the shell Can be found in caves in any biome.[/code] [i]I would like to express special gratitude to my friend [url=https://steamcommunity.com/id/norghin]empty fuk[/url] for creating sounds for creatures (All sounds in mod are entirely his work) and [url=https://steamcommunity.com/id/Sharaj]Sharaj[/url] for advice and support.[/i] [h3]Discontinuation of development[/h3] The first reason - loss of interest. In the beginning it was fun and exciting, but over time I began to notice that more and more often I force myself to work on this mod, which usually does not lead to anything good. Second reason - the creature editor, or rather the convenience of working in it. Devs definitely need to do something with it, and it is desirable to rebuild it from scratch at all, because now working in it causes physical pain. It's not difficult to figure out the basics, but as soon as you encounter some specific problem, you`re done. There are no guides, there is almost no information, it is also almost useless to ask others. If you try to figure it out yourself, you will spend absurdly a lot of time, as in my case (Seriously, I spent most of my time trying to figure out how everything works, instead of directly developing it), and this incredibly quickly discourages the desire to continue trying to study this editor. Something like that. I want to apologize to everyone who was waiting for updates and hoped for the further development of this mod, it just can't go on like this anymore. As soon as the devs finally make a new creature editor, development will continue. For now, that's it.

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[Legacy] Meaningful CPR

[Legacy] Meaningful CPR

por 76561198059085511

[h1]A mod which seeks to improve the realism and skill ratio consistency of CPR.[/h1] CPR now stabilizes and recovers oxygen slowly over time instead of being a russian-roulette instant heal button. Higher medical skill will result in more effective oxygen recovery. The time it takes to revive someone with CPR is slower on-average if the person has lost alot of oxygen, but unlike Vanilla their oxygen level will not continue dropping at its normal level during CPR.

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Immersive Sonar UI - A Real Sonar Add-On

Immersive Sonar UI - A Real Sonar Add-On

por 76561198044041937

[h1]A Real Sonar Add-On[/h1] You love real sonar, but the sonar doesn't look real enough and you could use some more eye candy? This overhaul may just be the thing for you. It's a simple texture replacement for captains and navigators to enjoy. [h1]No Real Sonar? No Problem![/h1] In case you're not playing with Real Sonar for whatever reasons, you can still enjoy this UI overhaul by installing the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3172973041]Immersive Sonar UI - Vanilla Sonar Edition[/url] instead. [h1]Optional Bonus Feature:[/h1] If you have client-side lua installed, a text display will appear in the power bar when operating a turret, showing you at which degree you're currently aiming. This might be very helpful for gunners when the captain does degree callouts. [h1]Load Order:[/h1] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3172965454]Immersive Sonar UI - A Real Sonar Add-On[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2936760984]Real Sonar[/url] [h1]Patches:[/h1] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3179049556]Any EK mod compatibility[/url] [h1]Credits:[/h1] [url=https://steamcommunity.com/id/evilfactory]Evil Factory[/url] - contributed the aim degree text display. [url=https://steamcommunity.com/id/orthos/]orthos[/url] - Gave the incentive and early feedback to make this mod.

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Immersive Ammunition Boxes

Immersive Ammunition Boxes

por 76561198044041937

[h1]Want something more than what this mod can provide?[/h1] Check out [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3410901374]Spicetrauma - Immersive Ammunition[/url] which does the same things as Immersive Ammunition Boxes and also improves handheld gun magazines! [h1]What you're getting:[/h1] [list] [*][b]Combinable Boxes:[/b] Ammunition Boxes can be combined to quickly refill one of them for use in a loader instead of having to deal with 2 half empty ones. [*][b]Quality Boxes:[/b] Ammo Boxes can now be crafted in higher quality, allowing for more shots fired from them. All skill requirements for crafting ammo boxes have been increased to prevent early quality crafting. [*][b]Overhauled Carrying:[/b] You'll now carry ammo boxes and railgun shells with one arm, allowing you to carry 2 of them simultaneously, however your movement speed will be reduced by 20% [u]per[/u] carried box and shell. [*][b]Improved Sprite:[/b] The vanilla ammo box sprites are overhauled to no longer look like the texture is cut off on the right side. [/list] [h1]Compatibility And Other Patches:[/h1] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3089779839]Ssparky's Gunnery Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3089781423]Enhanced Armaments Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3089783681]THG Vanilla Turret Pack Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3089785060]Combat Overhaul Legacy Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3091579907]Combat Overhaul Reloaded Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3089786511]EK 1.x.x.x Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3092781798]EK Armory Remastered Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3092782715]EK Gunnery Remastered Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3096526115]EK Turret Rework Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3089995775]A Bit More Turrets Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3091580597][LF] More Ammunition Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3091581457]Ammo extended 2 (RUS-ENG-汉语) Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3091582028]Ammo extended 2 (RUS-ENG-汉语) hash fix Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3096528015]AbyssVeteran Compatibility Patch[/url] [h1]Confirmed to work without a patch:[/h1] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2852898905]BVTA Extension[/url] [h1]Can be installed, added and removed at any time.[/h1]

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NT Cybernetics Enhanced

NT Cybernetics Enhanced

por 76561197994054424

An extension for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3190189044]Neurotrauma Fork[/url] that adds Cyberlimbs and Cyberorgans. This is a fork of the original [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2788543375]NT Cybernetics[/url] with: [h2]Cyberlimbs[/h2] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2963474291]Cybernetics Improved[/url]'s additions: Cyberlegs make you run faster, Cyberarms swim/melee faster, and adding more expensive waterproof cyberlimb variants. - Allow partial repairs of limbs (eg. consuming half the steel bar, as needed), allowing regular maintenance - Crowbar can remove Cyberlimbs (if they're repaired first), allowing upgrades - Can remove Cyberlimbs from Corpses (likely after repairing first!) - Built-in [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3153498101]Immersive Repairs compatibility[/url] [h2]Cyberorgans[/h2] Augmented (Tier 2) and Cyber (Tier 3) organs have also been added, which are more durable and have strengths: - Cyberliver: blood filtration system, improving toxin/poison/nausea recovery rate - Cyberkidney: nano-blood production system, resisting bleeding/bloodloss, switching your blood type to C+ (accepts all other types, but don't give Cybernanite-infused blood to normies!), which prevents the rejection of other Cyber organs. - Cyberlungs: better handle low oxygen environments, trigger hypo/hyperventilation to regulate blood pH, briefly protect against sudden loss of hull pressure (extra time to get to a suit!), and grant some Vigor - Cyberheart: improves blood pressure recovery, vitality, and grants some Vigor - Cyberbrain Chips: inserted into the brain (not a replacement!), boosting all skills, improving neurotrauma/coma/addiction recovery, and granting perpetual light analgesia for easier surgery. - All Cyberorgans allow repair of their organ's damage via careful screwdriver calibrations (during surgery). (todo: full repair via extraction -> the Fab) - Cyberorgans can be removed using the regular Organ Removal Scalpel. - Each additional Cyberorgan increases the risk of Cyberpsychosis, which can be kept at bay using Immunosuppressants. Meat-based Augmented Organs (Tier 2) exist as a cheaper alternative to the expensive fully-synthetic Cyberorgans (Tier 3), granting partial benefits. They require an extracted organ be put in the Medical Fabricator alongside FPGA and Fulgarium, to be used by a highly skilled Cyberdoctor (Mechanic/Medical). Cyberorgans (Tier 3) require the Super Soldier Doctor talent to craft, so will more usually be purchased from vendors. [h2]Compatibility[/h2] - Requires [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3190189044]Neurotrauma Fork[/url]; load order: NTCe above NT - Compatible with Immersive Repairs (load order: IR above Cybernetics; requires those doing cyber repairs to have Clientside Lua) - Compatible with [url=https://steamcommunity.com/workshop/filedetails/?id=2954237072]EK Mods[/url] (requires those doing cyber repairs to have Clientside Lua, [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2989804902]old patch[/url] incorporated, so not needed) - Can be added mid-campaign, and can be switched to from the previous 2 NT Cybernetics mods - Disabling this mod should just un-cyber any limbs/organs, and remove the items. - Doctors should have Clientside Lua (without it: no operating on corpses, no crafting Tier 3 Cyberorgans, and no IR compat) - [i]Robotrauma[/i]: not compatible, I don't know enough about it to try. If someone else wants to, I'll take a PR! [url=https://github.com/Nebual/Neurotrauma/tree/cyberorgans]Github Source Code[/url] - PR's welcome! Questions? Join the Neurotrauma Fork Discord ([url=https://steamcommunity.com/workshop/filedetails/?id=3190189044]linked at the top of Neurotrauma's description[/url] and ask in #support)

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Deep Sea Alcohol

Deep Sea Alcohol

por 76561198036153093

Mod that adds alcoholic beverage to your submarine's bar The pack curently contains: -Stolichnaya (Regular Russian Vodka) -Beer -Corona Beer (Handy if you need husk eggs in exchange for cyanide) -Honkmother's Energy Drink (Gives you speed yet slowly drives you insane) -Tsarskaya Vodka (you must be an absolute madman to drink it) -Leninade (ya'll got the joke) -Pohmelin (anti-drunkness measure) If you find any bugs or something else, feel free to tell me in the comments below Tags: alcohol, beer, vodka, drugs, lemonade, drink, drinks, leninade

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Chimera Remake

Chimera Remake

por 76561199033916171

[h1]Information[/h1] [b]Full compatibility with mods: BaroTraumatic DynamicEuropa Improved Husks+ Improved Husks Enhanced Husks[/b] [h1]Hunter's Husk Job - Chimera Remake[/h1] Special thanks to [b][url=https://steamcommunity.com/id/hunter404]Hunter404[/url][/b] for doing the work now you have the compatibility patch [b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3428857437]Hunter's Husk Job - Chimera Remake[/url][/b] [b]Put my mod above all those responsible for changing vanilla characters[/b] [b]Chimera Remake[/b] - is a modification that reworks the new husk_chimera mob. When you encounter this creature, you will feel a genuine fear of death. The monster has grown in size, yet this does not prevent it from moving through corridors. The mob now has a highly sensitive hearing and below-average vision. When you cut off the chimera's head, a husk emerges from the head. The HP of the creature has increased to 1,200. All sounds produced by the monster are redone. Being near the creature at the time of its scream causes the entire screen to shake and can cause concussion or nausea. [img]https://steamuserimages-a.akamaihd.net/ugc/790865475063068544/34CBC07D7ED73B6282B3F7AF2E3D47BB462BF9B1/[/img] Chimera [img]https://steamuserimages-a.akamaihd.net/ugc/23175424399483842/79CD8E28685BEF121FFD68A663610352DDCAD9A2/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] [img]https://steamuserimages-a.akamaihd.net/ugc/23175424399564472/E5274B4B72377EE65D5FC1567873F1F566A88A86/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] [img]https://steamuserimages-a.akamaihd.net/ugc/23175424399580844/B8DCFE68C139385D08AC427A93A0389C0D537814/?imw=1024&imh=575&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true[/img] [b]Chimera_head[/b] this husk climbs out of the skull when the player breaks the skull and it falls to the ground, Chimera_head has a connection with the chimera and they are both determined to destroy their abuser. [img]https://steamuserimages-a.akamaihd.net/ugc/23175970635208930/DCEE5AE00085EB859C83AC538ED87BAE02825E86/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] [h1]Gratitude[/h1] [b]Thank you for support: [url=https://steamcommunity.com/id/Olive25]Plusmore[/url] [url=https://steamcommunity.com/profiles/76561199169088238]What[/url][/b] [b][url=https://steamcommunity.com/id/hunter404]Hunter404[/url][/b] [h1]Support[/h1] I will be glad if you support me on [url=https://boosty.to/voron227/about]Boosty[/url]

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More Level Content [Swan Song]

More Level Content [Swan Song]

por 76561198059838772

[h1]Why is the mod discontinued?[/h1] Well, this is it! More Level Content's final update. It's been fun, when I started working on this mod back in 2023 I never would have guessed that 91,270(!!!) people would, at some point, install this mod. Thank you all! Sorry about that time your multiplayer campaign kicked everyone. I'm actually working on a video game now(!) called "Concrete Abyss" with the creator of "Robotrauma", maybe you'll end up playing it one day. And that's it for now, this mod will not survive the dlc, so enjoy it while you can! I will see you up ahead. - Dak, 2026 <3 If anyone would like to continue the mod on their own, the full source code has always been on [url=https://github.com/dakkhuza/MoreLevelContent]github[/url] under the MIT liscense! [img]https://raw.githubusercontent.com/dakkhuza/MoreLevelContent/main/Images/LOGO.png[/img] [h1][b]IN MULTIPLAYER ALL PLAYERS MUST FOLLOW THE CLIENT INSTALL, OTHERWISE THEY WILL GET KICKED FROM THE GAME[/b][/h1] [h1][url=https://github.com/dakkhuza/MoreLevelContent/wiki]MORE LEVEL CONTENT WIKI[/url][/h1] [h1][url=https://github.com/dakkhuza/MoreLevelContent/wiki/Installing]INSTALLING THE MOD[/url][/h1] [h1]TRANSLATIONS[/h1] There's a [url=https://steamcommunity.com/workshop/filedetails/?id=2984257107]collection[/url] linked at the top of the page containing all translations I'm aware of. If you would like your translation mod added, either leave a comment linking it or message me on discord (Dak#0001) [h2]Join the discord![/h2] https://discord.gg/XFp5vq67MY [h2]Enjoy the mod? Buy me a coffee![/h2] https://ko-fi.com/dak49590 [img]https://raw.githubusercontent.com/dakkhuza/MoreLevelContent/main/Images/hero_map.png[/img] Ever get bored of levels? Ruins, shipwrecks and beacons a plenty not filling that void in your dented diving suit? Ever wanted MORE things to do in levels? And not just a different looking wreck or a beacon station with hostile humans but actual NEW content? Well then it's a good thing you're already on this page! [img]https://raw.githubusercontent.com/dakkhuza/MoreLevelContent/main/Images/LOGO_PirateOutpost.png[/img] Pirate missions are a real highlight of barotrauma (for me). HOWEVER I feel they are brought down a bit by the fact the pirates never really get the chance to sneak up on you! You almost always have the drop on them and that doesn't feel right. With Pirate Outposts getting the drop on those pesky pirates is a thing of the past! Randomly spawning only sometimes in levels (chance based on level difficulty), Pirate Outposts will not hesitate to pepper your hull with all sorts of fun armaments. [img]https://raw.githubusercontent.com/dakkhuza/MoreLevelContent/main/Images/hero_pirate_outpost_attack.png[/img] The pirates themselves aren't pushovers either. Each area has it's own set of blood thirsty marauders ready to turn you into the immediate past president of the "being alive" club, Ha. Ha. This is also affected by difficulty. [img]https://raw.githubusercontent.com/dakkhuza/MoreLevelContent/main/Images/hero_pirate_npc_showcase.gif[/img]                                         [i]Maybe I should have opened with a stun grenade...[/i] [img]https://raw.githubusercontent.com/dakkhuza/MoreLevelContent/main/Images/hero_newmissions.png[/img] [h1]NEW MISSIONS[/h1] More Level Content also adds new custom missions! Delivering supplies to construction sites, invetigating distress beacons, solving puzzles to repair a relay station... More Level Content has it all! [img]https://raw.githubusercontent.com/dakkhuza/MoreLevelContent/main/Images/hero_puzzle.png[/img] [img]https://raw.githubusercontent.com/dakkhuza/MoreLevelContent/main/Images/LOGO_Extendable.png[/img] All features added by this mod are fully extendable by other mods using only xml! See this [url=https://github.com/dakkhuza/MoreLevelContent/wiki/Modding-Guide]wiki page[/url] for more information. [img]https://raw.githubusercontent.com/dakkhuza/MoreLevelContent/main/Images/hero_horrors.png[/img] [h2]Feature List[/h2] - Pirate bases that attack the player - Randomly appearing distress beacons - Hidden in-level outposts containing events - Variations of beacon stations: Beacon construction and Relay station - Integration with Dynamic Europa - Fully extendable by other XML mods - Horrors - And more! Also try... [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2651035690][img]https://raw.githubusercontent.com/dakkhuza/MiscWorkshopAssets/main/logo_wantedalive.png[/img][/url] FREQUENTLY ASKED QUESTIONS Q: Can I add this mod mid-campaign? A: Yes, it will even back port its content into your campaign. Q: Can I remove this mod mid-campaign? A: Yes. Q: Someone got kicked from the game due to either "Mission equality mis-match" or "Level equality mis-match" A: Either the person who got kicked doesn't have the mod installed correctly or the server doesn't have the mod installed correctly. Make sure everyone playing has followed the install guide and that they see "[Name] has More Level Content installed correctly" when they join the server. Q: How do I do relay stations??? A: It's a math puzzle, horrific I know. You need to figure out which 4 components you need to run the input signal through to get it to match the expected output. The terminal shows you 3 example sequences. Good luck! Q: Is this compatible with [b]Dynamic Europa[/b]? A: Yes, you'll even get some small bonus features when you have both installed. Q: Is this compatible with (some other mod) A: Yes, if anyone ever finds a mod that's incompatible with More Level Content I'll list it here. Known Issues: - Abyssal ruins are disabled in multiplayer - Stomach acid vents in thalamus caves sometimes don't rotate to match the wall - Thalamus caves cause level equality issues in multiplayer due to some change made in the latest update, due to this they are disabled in multiplayer

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[BOS]Wrecks

[BOS]Wrecks

por 76561198157628895

[h1][BOS]Wrecks 沉船模组 [/h1] “水能载舟亦能覆舟” ●●●简介●●● 1.增加15个原版沉船 2.包括所有原版潜艇与穿梭艇 3.增加一个沉船定位器,50%概率生成。感谢Biff_W的代码,原MOD:[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2767049553] Wreck Locator [/url] 4.将会持续增加,并且符合原版强度,无陷阱(非某些阴间沉船模组 注:此模组兼容其他任何沉船模组,也不会影响沉船生成 ----------------------- 如果加载MOD时遇到问题,可以在已订阅MOD页面选择重新安装,如果未能解决,请反馈给我! 感谢使用沉船模组,点赞评论收藏是对我最大的支持! 造船/模组交流QQ群:200300947 联机/同人交流QQ群:796185005

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Into The Abyss: Campaign Overhaul for Seaworthy Men

Into The Abyss: Campaign Overhaul for Seaworthy Men

por 76561198049884400

[img]https://i.imgur.com/GGMe6tI.png[/img] Into the Abyss v0.15.13.0-r3.40 (chlorine) UPDATED FOR THE "AMONG THE ANCIENTS" UPDATE [b]Languages:[/b] 中文(繁體), 中文(简体), Русский, Castilian Spanish, Japanese, English (contact me if you want to do translation) [h1] Notice [/h1] I have paused development of this mod until devs release the planned modding overhaul, which is going to need a lot of re-writing, so I'm not gonna pile up even more work that will have to be fixed later. [h1] Description [/h1] Into the Abyss is a campaign overhaul focused on immersion, planning, and class-based teamwork, but trying to keep close to the vanilla feel of Barotrauma. Most notable are changes to difficulty, improvements to outposts and beacons. The mod can be played both in multiplayer and singleplayer. FEATURES: [img]https://i.imgur.com/WgQZeyQ.png[/img] [h2]OUTPOSTS[/h2] Outposts now properly offer you and your crew a place to rest and regenerate. You can visit one of many shops and vendors or have something warm to eat before you rest in one of the bedrooms to regenerate without having to spend cash on expensive medicine. Private clinics offer complete healing for your crew in case you get seriously hurt fighting the now properly dangerous molochs. Don't forget to pay visit to the bar. -cities have bars, small shops, working vending machines, atriums, workshops and shipyards -vanilla prisons and specimen containments have been given real function with consequences -enemy guards can no longer get stunlocked, but are no longer bullet sponges -new outpost modules keep getting added -TRAINERS give skillpoints for cash [img]https://i.imgur.com/9CgpxBh.png[/img] [h2]PERSONAL CASH[/h2] -every class now spawns with a wallet and bunch of bills&coins -these can be spent in the small shops, to pay reaper's tax and in events -captain can withdraw cash from a bank in cities and reward individuals if they perform well -anyone can deposit their cash in the bank and it will go into bank account [h2]DRY CAVES[/h2] [img]https://i.imgur.com/Wt17cln.png[/img] Sometimes, when the workcrew starts drilling the ice to establish new outpost, they enounter a system of cavities full of monsters and minerals. In some of them, research has already begun and small structures and lamps dot the cave system. There are rumours of alien ruins being found there too... -Dry Caves appear on the map and you can travel to them and unlock a mission after docking -caves have enemy spawns, traps, small structures and loot -Grappling hook with 2 ropes: tensile for ascending, loose rope for descending [h2]TRANSPORTATION[/h2] [img]https://i.imgur.com/Vsy8iEi.png[/img] [b]Transport missions[/b] Bunch of new transport mission variants will make transportation interesting for you. They include -nearly hatched eggs crates, fragile crates, water-susceptible crates... -some crates require special treatment throughout the mission, so read the mission description! [img]https://i.imgur.com/6reZALE.png[/img] [b]Supply crates[/b] Buy low, sell high. You can now trade special supply crates between outposts, making your cargo ships generate you a lot of cash, if you choose to play them. -new "Sealed supply crates" item -they require being stored in crate shelves, or they deteriorate slowly, eventually becoming unsellable, so cargo ships are a legit way to make your early cash -some are sensitive to environment (for example water can make the supplies deteriorate quickly) [img]https://i.imgur.com/YHjGo4d.png[/img] [h2]DIFFICULTY[/h2] Difficulty is more tied with biomes now. Initial levels aren't as eventless anymore and large creatures have been rebalanced to be a proper challenge, which will make your railgun feel as powerful as it should feel. Don't think you can take down a moloch by shooting at it with coilgun for a couple seconds - you should pack some serious nuclear arsenal before you head into the great sea. -game is more challenging overall -wrecks have many more small variants (broken pieces of subs) which dont have as much loot -rarity of big wrecks will make you smile when you find one, but be prepared for a challenge -molochs and hammerheads will make you appreciate your railgun much more -monsters wont wait for you to fix your sub, they will keep coming and try to end your journey with a game over -THALAMUS BRAIN requires explosives to blow up [img]https://i.imgur.com/a6FmRZg.png[/img] [h2]FUEL RODS[/h2] In the vanilla a fuel rod that has been in a 5000°C reactor is just like any other item that you can hold and stash in your pocket. Not anymore. Hot nuclear fuel takes years to cool down under constant flow of cold water irl and, when handled wrongly in ITA, are a significant fire and life hazard to the crew. This will give nuclear engineer much more depth and the thing that powers your submarine will be something you will constantly have in mind, because it can end your life. -unused fuel rods work as they do in vanilla. They can be stored anywhere and held without any risk. -fuel rod gets hot when it fissions in the reactor even for a short time -hot fuel rod burns and irradiates anyone holding them -new item: tongs. Use them to take the hot fuel rod from the reactor and dispose of it in the ocean -tip: Store empty fuel rods in the reactor's remaining fuel slots and get rid of them at once later -tip: Remove any welding fuel and O2 tanks from the reactor room -tip: Store bandages in the reactor room. Those can heal extreme burn damage very quickly [img]https://i.imgur.com/xgw6tOR.gif[/img] [h2]BEACONS[/h2] -beacons can be home to all sorts of mischiefs and outsiders that can't find home at the outposts.... -if the beacon is occupied, you might get a radio message while traveling past it [b]JLOBBLET'S TWEAKS + ITA PATCH[/b] [url]https://steamcommunity.com/sharedfiles/filedetails/?id=2410930451[/url] [b]Installation:[/b] -subscribe to the mod -in main menu, go to settings and enable it -restart the game [b]Disabling the mod:[/b] -in main menu, go to settings and disable the mod top left -restart the game [h2] Special thanks go to... [/h2] [b]Scale[/b] For his wonderful sprites and feedback for the mod [b]SoupGirl[/b] For the new mod art, icons and text correction [b]Undertow discord, #baro-modding channel[/b] for helping me get through the initial stages of the mod. Without them, this project wouldn't grow past simple monster spawn increase mod. Especially Kai, HalfDeadKiller and LordFrith (author of REALLYBIGMAP). [b]Jlobblet[/b] for helping me with many aspects of the mod including troubleshooting, ballancing, hosting servers and especially for teaching me how to manage the mod on github, which has been great help. [b]WorkingJoe[/b] for helping me with troubleshooting and for making electrician small shop! [b]This comment section[/b] for being wholesome and helpful both to me and to each other [b]Barotrauma developers[/b] for creating this unique game and giving people without any programming experience like me the simple tools to create something as complex as this. (hexcode, especially!)

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XanMonsters Creature Pack

XanMonsters Creature Pack

por 76561198097607646

[h2]Note:[/h2] if you're using an addon that overrides location types like ITA, watch out for the load order, as the new location of this pack doesn't spawn if its being overriden by another addon, so make sure using the console(F3) that the overrides happen BEFORE the game loads the locations from this addon https://imgur.com/a/VpK3MyO [h1]The mod adds: [/h1] [h2]Husk Crablets [/h2] -They come in three versions,Helmet,Crawler,and Hammerhead Spawn,they all are fragile but agile,they can lacerate your legs, -They are able to infect you with Husk [u]only[/u] if they can reach your head,however if they get the occasion to do so,like if you have been paralysed or incapacitated,you will get infected with an already pretty advanced stage of infection and a paralysant,fortunately,they're extremely easy to dispatch ,even with basic tools like wrenches and screwdrivers. -after they infect your head,they will generally try to avoid you,but they still will attack uninfected humans. There is a jumplet version capable of jumping -to spawn them with the console use :-crawlercrablet -helmetcrablet -huskhammerspawn [h2]Husk broodmother[/h2] A husked hammerhead matriarch that upon death releases Hammerhead Spawn Crablets,That's about it. -to spawn it with the console use :-huskbroodmother [h2]Husk Slasher [/h2] A human husk with a Blade instead of an Arm,faster than a regular husk and capable of doing more damage to both you and your sub -when it dies its head will pop and become a Helmet Crablet, this can be prevented by damaging its head enough before death -has a flashlight in the torso to better distinguish it from normal and less dangerous husks -to spawn it with the console use :-huskslasher [h2]Paralyser + infector [/h2] Incapable of spreading the husk infection,the paralyser instead relies on giving a high dose of paralyzant to whoever gets too close, -once it dies, the sack on it's back will explode,releasing The Infector,similar to a Crablet but much more resistant ,and capable of infecting without the need to reach the head of the possible host,While also being capable of injecting a small paralysant to anyone who threatens it -to spawn them with the console use :-paralyser or huskinfector [h2]Husk Juggernaut [/h2] Bigger,Faster and stronger than all other forms,the juggernaut can take quite a bit of punishment,while still being extremely fast,a single punch is enough to knock you down on the ground for a few moments;the Shotgun is the most ideal weapon to stop this foe whle it charges at you,but the best countermeasure is simply killing it before it can enter the submarine. -to spawn it with the console use :-juggernaut [h2]Coelanth bootleg remake [/h2] i remade the coelanth using the concept art provided by the developers;it can't inject gas like the concept art showed,so instead the tentacles have a powerful paralysant,so while it's a negligible threat to any submarine with a competent crew;for a small diver team,it can easily be their demise.This is a temporary addition,when the official remake comes around i'll either remove it or turn it into something else. -to spawn it with the console use :-coelanthre [h2]Endworm bootleg remake [/h2] like the one above,i remade it using the official concept art,it's about as wide as the original one and it's exclusive mission comes back too,this [b]doesn't [/b] replace the original endworm and it's a different creature,this has been done to ensure compatibility with Into The Abyss.The mission is the only way the endoworm can spawn and it can only occur when traveling from any abitated outpost/colony to a Lair/breeding grounds.It takes less damage in the armored upperpart,and it takes more damage from the soft underbelly,however shooting it in the mouth provides the highest damage multiplier(3x). This is a temporary addition,when the official remake comes around i'll either remove it or turn it into something else. -to spawn it with the console use :-endwormre [h2]Carrier Reimplementation [/h2] Reimplements the Carrier,not only does its mission come back too,but now it can also spawn during regular gameplay,but only on the higher difficulties.The mission has a pretty low Reward,[b]but The carrier's body can be looted for Calyxanide and Husk eggs! [/b] -to spawn it with the console use :-carrier [h2]Carrier Leviathan[/h2] A Carrier big as your usual medium-sized submarine,smaller than an endworm,but considerably bigger than a charybdis,can only spawn during its own special mission,where you'll also have to deal with the "crew";very high reward in case of completion. -The mission can be found in every location,but with a very low chance,but in the Husked Grounds Location is Much more common -to spawn it with the console use :-carrierleviathan [h2]Husk Bomber[/h2] -A husk that detonates on death,will try to sacrifice itself to open holes in the sub for the other husks to use; -in case a entrance is avaible it will try to board the sub;in that case killing it coulb be very detrimental as explosions become much stronger when they're not in the water,so using stuns and paralysants and ejecting it are the best course of action; as a single well placed internal explosion could potentially disable the submarine . -to spawn it with the console use :-bomber [h2]Husk Brood Emperor and Husked Grounds[/h2] - A Husked Endworm,has a bit less health than the normal Endowrm,but Capable of using giant stingers to puncture the submarine,can only spawn with it exclusive mission in the Husked Grounds,where it will be escorted by several Husk Lifeforms. HUGE reward in case of completion. I'll remake this creature when the official endworm comes around -to spawn it with the console use :-huskbroodemperor -The Husked Grounds is a new rare location that progressively gets more common the closer you are to the center, in here you will find most exclusive missions of this mod. [h3]Special Thanks [/h3] To DECAFBAD for having helped me tune the addon for Linux! Leave your feedback,Issues and suggestions below! Thanks!

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