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Mods y plugins para Barotrauma

81.000+ mods disponibles Fuente: Steam Workshop ↗

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.

Welding Tank Shelf – Barotrauma Mod

Welding Tank Shelf

por 76561198081600465

Adds a shelf for refilling welding tanks Contains: - Shelf for 10 tanks - Small shelf for 3 tanks

179 descargas Detalles →

蛋疼专用调整包

por 76561198864185141

241 descargas Detalles →

任务召唤器-奇迹之海+

por 76561198869550262

需要前置奇迹之海 可以在制作台制作任务召唤器 可接取奇迹之海大部分任务(非站点) 有缺失的任务可以在评论区留言 代码修改自 https://steamcommunity.com/sharedfiles/filedetails/?id=3408514784

301 descargas Detalles →
WE-R (Hungry Europans) – Barotrauma Mod

WE-R (Hungry Europans)

por 76561198307023842

WARNING: IF YOU ARE PHOTOSENSITIVE OR OTHERWISE AVERSE TO FLICKERING LIGHTS, AVOID THIS SUBMARINE! A state-of-the-art transport submarine, boasting a double hull, spacious cargo bay, exorbitant medical bay, a boost drive and various other quality of life features... at the cost of an extremely fuel-hungry, high-maintenance, experimental tri-reactor setup. For the vanilla version: https://steamcommunity.com/sharedfiles/filedetails/?id=3556274944 Note: in order to climb the stepladders around the submarine, simply hold up while standing still! Statistics: Price: 35,000 Mk Tier: 3 Type: Transport Recommended Crew: 4–15 Cargo Capacity: 66 Crates Weaponry and Hardpoints: Dorsal: 1 Hybrid Double Coilgun-Railgun, 1 Chaingun (Swappable), 1 Tri-Laser Drone Ventral: 1 Flak Cannon (Swappable), 1 Chaingun (Swappable), 1 Depth Charge Tube, 1 Electrical Discharge Coil, 1 Tri-Laser Drone Forward: 1 Pulse Laser Rear: 1 Depth Charge Tube, 1 Void Discharge Coil WE-R Beloved by competent crews, this submarine may be a fuel hog and require extensive maintenance, but in the right hands is extremely powerful. It comes with: • A double hull setup, with a pressurised void requiring the use of diving suits • Emergency and neutral lighting modes dependent on power • An Engine Room, fitted with two engines (one on each grid) • An Oxygen Room • A dorsal Docking Hatch (with Internal Airlock) • A ventral Docking Hatch (with Internal Airlock) • One dorsal and one ventral external airlock • An Reactor/Electrical Room • An Navigation Room with two modes of piloting and extensive displays • An Crew Quarters/Diving Room with a disco lever • An extensive Cargo Bay (complete with two fabricators, a medfab and two deconstructors) • An enormous Medical Ward, complete with a Medbay, Hospital, Brig, Kitchen and Lounge • An Armory • Three Ballasts with windows peering into each one and anti-floral overrides • A Boost Drive • Two Drone Ports Extra Features Three Reactor Setup Main Reactor: • Responsible for the main grid, supplying all facets of navigation (only one of the engines), oxygen, the drones and the guns. • Does not supply power to the lights. • 0.10 Fuel Consumption Rate Backup Reactor: • Responsible for the supplementary grid, supplying things such as monitors, fabrication, lighting, the auxiliary engine and more. • Can be left off in case of low fuel. • 0.15 Fuel Consumption Rate Medical Reactor: • Responsible for all of the Medbay's power. • Can be left off in case of low fuel. • 0.20 Fuel Consumption Rate Electrical Overrides Reactor Controller: • The main reactor is on a controller circuit, though the other two reactors must be operated manually or using the default automatic control. Overcharging: • Activated by the switch to the left of the main reactor. • Overvolts only the main grid by a 1.70x multiplier; this leaves a lot of room before the devices become damaged, reducing risk. Battery Sink: • Sinks overvoltage into the batteries and discharges when the switch below the junction boxes is active. • The batteries can only be charged by intentionally overvolting the reactor. Nav Control Periscope Piloting: • If need be, the right navigation terminal may be used in order to navigate. • Hold left click in a direction to move. Whilst not in use, the main navigation terminal is used instead. • Use the button to the right of it to switch cameras. Informational Displays: • The Bridge contains various displays, including fuel and power information, a speed/direction indicator, an intruder/fire/water display (red/orange/blue respectively), etc. Boost Drive: • Activates an extremely high-powered engine in order to produce a hefty boost. • WARNING: due to unstable design, the entire navigation room will be shocked after five seconds. Either take the zap and continue piloting, or relinquish control and run. Plummet: • Floods the crew quarters slowly with water. • Used for emergency descents. Will automatically shut off if the water floods into Navigation. • WARNING: will drain just about as slowly as it fills, so use with caution. Tri-Laser Drones Two Modes: • Double click to switch between moving and firing modes! • Green = Moving • Red = Firing Infinite Ammunition: • Does not require Pulse Laser fuel! • Only has three shots in it before needing to recharge via the docking hatch. Medbay Cargo Delivery: • The window to the left of the Hospital allows items to be grabbed through the gap! • Simply place things on the shelf in Cargo, saving you the time and effort of carrying things across the sub to Medbay. • You can even shoot guns through the gap, keeping the Hospital secure from anything in Cargo! CREDITS: • Aidowl for the inspiration! Heavily based on the Bicksborg II! • Qwerty_XVIII for their QoL Wiring Guide! Used for several circuits! • Zyleand for the drones! • Psyduck for Decotrauma (used a few decorations)! • uberdrück for the directional radar in Nav! • Max for the periscope navigation circuit! • Working Joe for the RGB in Crew Quarters and being a general inspiration! • kvr7object for various decorations! Thanks for downloading! A hundred and fifty hours in the making (or maybe more, I lost count). I really hope you enjoy using this submarine. Let me know if you have any problems! <3 Owl

236 descargas Detalles →
More Combat Damage – Barotrauma Mod

More Combat Damage

por 76561198881972343

(unless i get the motivation to continue working on this, there wont be an update for a while.) This mod adds more severable parts to enemy and makes most limb severable while alive that previously cannot be severed alive. xml override: Charybdis: tail/fins can be severed Broodmother: every limb can be severed Endworm (and its doom variant): tooth can be severed Hammerhead family: fins,claw,tail on regular, entire body on calf, skirt on matriarch. Husk Prowler and Husk Chimera: addition to some limb Latcher: legs, long tooth. (mildly unbalanced due to the main body being hit can tear off all legs) Mantis: entire body can be severed alive Moloch and Black Moloch: attempted to make main shell severable but failed (attempting to fix) Threshers: jaw can break off Watcher: legs, upper shell. Cyborg Worm: guns and "eye". shooting the tip of the gun barrel can break the gun indicated by particle, also disabling the gun preventing it to fire.

230 descargas Detalles →
Posted Posters – Barotrauma Mod

Posted Posters

por 76561198370156993

Posters for the poster god! With like 100 posters for your enjoyment! Through lies and deciet, mixed with peer pressure and shame. i have been asked to make this public, so uh... hooray? Craftable in the medical fabricator, or found in some loottables in wrecks and stuff

235 descargas Detalles →
千年风雪γ – Barotrauma Mod

千年风雪γ

por 76561198362718004

English description below, translated by DeepL↓ 第一次尝试这个游戏和原版万年风雪MOD,但发现时隔一年没有更新了,故(用很糟糕的技术)修复了一些目前为止发现的小问题。 2024.5.13 修复了万年风雪MOD中千年风雪号因更新而导致的: 1、电磁线圈失效; 2、潜水服随地乱丢; 3、探机和鱼雷没有光照; 修复措施参考了原MOD评论区中“行者Rambler”于 2 月 19 日 上午 11:04 发布的评论,并微调了超级电容器的布线,改变了部分船内激光炮的电源来源。 在鱼雷和探机上增加或放大了若干个发光组件。 所有修复用的走线均使用灰色电线以便做区分。 本MOD只修改且包含了原MOD中的千年风雪、探机β、以及鱼雷。 原mod链接:https://steamcommunity.com/sharedfiles/filedetails/?id=2627425891 First attempt at this game and the original Wannabe Blizzard mod, but realised it hadn't been updated after a year, so (with very bad technique) fixed some minor issues found so far. 2024.5.13 Fixed the Millennium Windsnow in the Wannabe Windsnow mod due to the update: 1, Electromagnetic coils failing; 2, Dive suits littered everywhere; 3, Probe and torpedoes not having light; The fix is based on a comment posted by "Rambler the Walker" in the original mod's comments section on 19 February at 11:04am, and includes fine-tuning the wiring of the supercapacitors and changing the power source for some of the ship's lasers. Several light-emitting components were added or enlarged on torpedoes and probes. All alignments for restoration use grey wires in order to make a distinction. This mod only modifies and includes the Millennium Blizzard, Probe Beta, and Torpedo from the original mod. Link to original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2627425891

263 descargas Detalles →
Merged Talent trees but updated again – Barotrauma Mod

Merged Talent trees but updated again

por 76561198222783280

Its just merged talents poorly updated for blood in the water Original mod https://steamcommunity.com/sharedfiles/filedetails/?id=2839577588&searchtext=merged+talent+trees I'm new at modding so expect it to break

194 descargas Detalles →

ЭИК Дезматч Фикс

por 76561198155056927

168 descargas Detalles →
Prison RP – Barotrauma Mod

Prison RP

por 76561198075812224

Lorem ipsum dolor sit amet!

119 descargas Detalles →
Ace Combat Zero: End Worm – Barotrauma Mod

Ace Combat Zero: End Worm

por 76561198299024215

"This twisted game needs to be reset. We'll start over from Cold Caverns with this Thorium Rod and entrust the future to the next assistant." Adds 'Zero' to End Worm fights

227 descargas Detalles →
TouhouFumo修复 – Barotrauma Mod

TouhouFumo修复

por 76561198135244446

TouhouFumo fixes, this project will be deleted after the original author is updated. https://steamcommunity.com/sharedfiles/filedetails/?id=2659949129&searchtext=TouhouFumo

215 descargas Detalles →
罗德岛改 – Barotrauma Mod

罗德岛改

por 76561198400488752

以罗德岛基建原型改建的潜艇。众所周知,罗德岛是一家医药公司。由于过高的指挥室只会增加攻击盲区,所以拆除原有过高的区域,改建为舰头和舰尾的舱。主潜艇拥有5个压载舱和一个临时加下沉速度的舱室,所有出舱区域的按钮门,会自动关闭。预留小潜艇连接位,可随意调配其他模组的潜艇。物资建议自己额外补充一部分,潜艇自带物资不齐全,望个各位干员与刀客塔悉知。潜艇制作中并未增加其他mod元素,所以因该不会有mod冲突问题,可搭配其他作者的明日方舟mod游玩。

200 descargas Detalles →
Black Ghost Knifefish – Barotrauma Mod

Black Ghost Knifefish

por 76561198009154372

The Knifefish is an all-electric submarine built to be driven by a single pilot. Its battery life, coupled to energy efficient systems, is big enough to perform any operation a reactor-powered submarine would. The very small (albeit unconventional and very cramped) design allows it to travel through most of the caves of Europa’s waters, making it well suited for clearing out nests. Although primarily a scout, the Knifefish can accomplish many other tasks, provided the danger is not too high. I was out of Barotrauma for a moment and what do I find when I come back? Caverns! Therefore, I went with this project right away in order to have an all-in-one (mostly) answer for all the new game content, clearing caverns nests while staying in the sub first in mind. Admittedly, I cheated quite a bit when building it, but I do not give it too many thoughts since the main goal was to finish the campaign with only one lonesome captain. Because it was an obvious choice to make for such a project, the Knifefish uses the excellent seated operators mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=2234671530 ) from the talented Dolorosus Ira. It also uses a mod of mine which removes shadow projection from a custom hatch ( https://steamcommunity.com/sharedfiles/filedetails/?id=2257584119 ). Some features: - A 10 GWm battery that lasts quite a while - An all-glass hull allowing panoramic view (very useful in caves) - A coil field covering the entire hull - A pair of turrets covering every angles - A tiny workshop already prepped for crafting/recycling ammo boxes - A 2-in-1 ballast/airlock for EVA (that’s where the cheating happens) Some automations: - Battery’s charge rate management - Also, battery’s replenishing whenever the Knifefish is docked - Oxygen level (starts producing only when below 55% air quality) - Turrets and coil field can be automated via the navigation console. - An integrated searchlight which (tries to) points where the submarine is heading About the weapons: - You can still control the turrets even when automation is on, useful if you need to quickly fire manually at breakable reef/ice barriers. - The coil field cannot be triggered manually; it works only when automation is on. - When controlled manually, the turrets will try to zero in on a focal point located at a constant distance from the submarine, making them somehow firing at the same target (but this is far from being perfect). - When automated, the turrets are flashing a red light. That is a reminder: DO NOT EXIT. The engine has been enlarged to a big ass size because it was not easily reachable otherwise. Despite that enlargement, its power input has actually been drastically reduced in order to stay silent at all time, so you can go hauling stuff ninja style through a whole map if you want. Yet the engine is powerful enough as is, considering the ridiculously small size of the submarine. Go on and try your luck. Fire your engineer and your mechanic right off the bat (or toss them through the airlock, works too) and watch as your lonely captain descends into madness by wishing luck to a non-existent crew, asks questions to imaginary friends, and tells jokes nobody hears. See you around.

129 descargas Detalles →
Sea Wolf MK1 – Barotrauma Mod

Sea Wolf MK1

por 76561198022356335

Updated for the full release, and optomized to the best of my abilities. A dedicated warship delivered from the seas of Earth to hunt large creatures. This vessel contains a novel reactor design featuring a dual reactor setup, with the main weapon systems operating on a reactor separate from the reactor the primary systems to allow for continual weapons usage without the fear of meltdown. The weapons complement consists of 3 Coil Guns, and a pair of Rail Cannons which are fed from a 15 round shared magazine. Supplemented by 24 units of cargo capacity. The CIC contains a additional sonar system to allow gunners to stay informed on new targets. The twin large engines and large ballast tanks allow this large vessel to outmaneuver most threats in the sea and even smaller submarines which were commonly seen as faster than a warship of this size. Given that this is the first version of the Re-mastered Sea Wolf MK2I from barotrauma legacy it may still have some issues. If you find any bugs please place them in the comments and I shall correct them when time permits. This vessel will be improved and expanded upon as time progresses.

154 descargas Detalles →
NT Thermal (Temperature Stabilizer) – Barotrauma Mod

NT Thermal (Temperature Stabilizer)

por 76561199407429722

Overview - This mod adds a craftable single-use injection to (NT Thermal) — the "Temperature Stabilizer". Effects - Upon successful use, locks body temperature at 37°C for 2-3 minutes, providing complete immunity to both cold and heat. Note - This injection only provides immunity to cold and heat, but does NOT protect against burns. Installation Subscribe to this mod and its dependency. Ensure NT Thermal loads above this mod. - Please leave a comment for any bugs or problems.

273 descargas Detalles →
Enhanced ArmamentsCN – Barotrauma Mod

Enhanced ArmamentsCN

por 76561198343255362

Enhanced Armaments原模组之前有国人自己汉化过,但是原模组的作者又更新了,此汉化是Enhanced Armaments1.31版本的汉化 当前最新汉化

239 descargas Detalles →

Rat King Medical Pack

por 76561198385283844

LOTS of food and drugs. Yummy!

214 descargas Detalles →
Armed Bandits – Barotrauma Mod

Armed Bandits

por 76561198827996137

Vanilla Overhaul of Abandoned stations =Improves difficulty by a lot for each bandit station type =Specifies difficulty of the station in the name =Adds medics for bandits =All enemies have increased reaction time and accuarcy =Health penalties that are present on enemies in Vanilla are removed 2 of the items spawned in the mod are from Retalented, mod is usable without it, only a few errors will pop up. =Doesnt affect Abandoned station spawnrates (Abandoned Station is not a missions, it's a location, stupid.) aka doesn't override the map generation =Overrides all vanilla bandit missions Not recommended to use in a campaign with Enhanced armaments or other special Abandoned Outposts missions mod (you dont want to see more Vanilla missions with that mod on, right?) For those curious on what the items are: - Makeshift Autoinjector - Autoinjector that cannot be taken off medics, only they have them - Hard Hat - that yellow ballistic helmet, -15% gunshot wounds, -50% stun (stun resistance only applies if head is hit, for those who say that it's OP)

195 descargas Detalles →
Alien grenades – Barotrauma Mod

Alien grenades

por 76561198246394496

Fun little side project that came about because one of my friends said "fulgurium grenade" instead of "incendium grenade". Probably not exactly balanced, but that's not really the point of this mod. Effects: Incendium - unchanged, causes fire. Paralyxis - Stronger stun grenade that also inflicts paralysis. Sulphurite - Stronger acid grenade. Fulgurium - Stronger EMP grenade. Physicorium - Frag grenade with higher damage. Oxygenite - Frag grenade with (much) higher explosion range. Dementonite - Inflicts deleriumine and psychosis.

197 descargas Detalles →
Amoskane – Barotrauma Mod

Amoskane

por 76561198056897440

FOR MARK 2 YOU WILL NEED TO DOWNLOAD THE AUTO TURRETS MOD https://steamcommunity.com/sharedfiles/filedetails/?id=2961643561 If you or your friends are looking for a simple yet advanced submarine that'll last you through to the end of the campaign look no further. I've tried to put alot of systems in place to make the ride as smooth as possible. You have auto recharge adjusting capacitors, better autocontrol for reactor, the battery charges are timed for 55 seconds power when you turn them on etc. The diving bay bottom right doubles as a dock that you can elect to send power to or not, meaning you can power vessels and some wrecks if they have suitable power connections but no reactor or battery power. Complete coverage with small guns (once you buy and install them) and upper and lower coverage with big guns (once you buy and install them). All of these guns torches turn off automatically when not in use. A drone that has an artifact holder, storage and long range terminal for communications to the Amoskane is in the lower engineering deck. This is pilotable by both sonar and periscope input (although you have to press a button to switch between control methods). The docking port is interal to the ship with a hanger door, the hangerbay doors are invincible due to hull issues however the interal bay (glass etc) is vulnerable to damage if something gets inside. Lastly, the long range terminal can relay messages that divers can input from the drone to the Amoskane and vice versa, there is also a terminal which dictates which channel you send messages from the Amoskane to the drone so that the divers still get the message alerts. This is in case your divers change to another channel to avoid spamming the Amoskane crew with choppy unaudible radio chatter you can still receive notifications that you have a message. The drone can also self destruct with a C-4 payload in case it gets swamped by creatures and un retrievable but also as a last ditch effort in a sub vs sub situation, self-destructing will, ofcourse, render the drone destroyed and you'll have to buy a new one at the next station. Diving airlocks will never allow water into the sub and will always empty before opening doors inwards, there is an override if necessary but I've since made the hull to the airlock invincible purely because the AI gets confused and repeatedly tries to open the door and it doesn't open as it's in process. Engineering has a fab, decon and multiple cabinets giving you more room than you'll ever need. Medical is probably a bit OP but it has a medical fab, research station and decon. This puts them on the top floor and engineering on the bottom floor so by seperating them you have hull repair coverage top and bottom provided they are sticking to their respective areas. The Amoskane has ballast flora countermeasures. At the main navigation console you can switch off power to the pumps and detonate an incedinary in either ballast and so long as you can replace the incedinary grenades in their respective detonators you will be forever protected from ballast flora. All you need to do is float up and rest on the roof, empty tanks, disable power, fry and wait. The engine has an on/off switch. This is in case of emergency if the sub is full steam ahead and the nav room is incapacitated. The loaders are on the bottom deck and the periscopes are in the nose of the vessel, this means that the gunnery compartment is completely reliant on an engineer or assistant to change ammboxes for them. This guarentees that they should have a constant rate of fire instead of running about trying to change ammo. The reactor has an automated auto control better than the base auto control. It will also switch off if it detects power from the upper dock so if you're docked into a station you'll be on station power instead. IF this somehow causes headaches you can flick the override and run your reactor at the same time and divide the load(Amoskane's) with the station. There is a locker room where the captain can use the terminal to designate lockers, simply drop out the keycards to the respective locker owners.

124 descargas Detalles →
Blue Jay – Barotrauma Mod

Blue Jay

por 76561198422825837

A speedy, compact, starter sub meant for hard campaigns but also quite useful for beginners. It's small size makes it feel cramped and is limited by its small size. However it has great maneuverability.

177 descargas Detalles →
Kuha – Barotrauma Mod

Kuha

por 76561198046932885

Kuha series submarines are designed with accessibility and utility in mind. I quickly became frustrated with vanilla submarines where I had to run through the entire ship to refill tanks and recharge batteries. I wanted to spend minimal time managing my items and focus on exploring Europa instead. Kuha is the first implementation of this idea. It has a simple workflow for preparing and ending expeditions. No more running around to recharge batteries, refill oxygen tanks and drop weapons to armory! In Kuha everything happens in the first room you enter after coming inside. The diving suit cabinet and oxygen tank containers refill your tanks. Scooters and other diving gear are stored in a large cabinet. There are battery chargers available on top of the cabinet and a safe for weapons. Then just drop your loot in the next room's deconstructor and you are ready to continue. Engineering has two large cabinets linked to a deconstructor, fabricator and medical fabricator. Storing resources and having them available for manufacturing requires effort only if you accumulate huge amounts of material. In that case you can craft containers to the cabinets or move unnecessary material to cargo hold. With an onboard science lab, you do not need to grab genetic material and stabilozine to containers and go to the outpost's science station for research. You can do all that onboard. The automatic doors and floodable floor that prevents pomegranates from causing fires are nice bonuses. Kuha is meant to give a balanced game experience. It has no fancy overpowered giga lasers and all walls are normal strength. It is faster than vanilla subs, because I felt they were too slow. Also the price is low for its size, tier and features, because I see switching submarines as tedious and I wanted to use the sub from start to end. I tried to balance this by leaving the heavy weapons hardpoints empty. Kuha2 follows the same design principles. I noticed the top airlock location in first Kuha often meant I had to circle around the sub when I was returning from wrecks. I also wanted the option of docking with relay stations that had top docking hatches. So I designed another version that has engineering relocated to the bottom floor. I also added a drone and disco to make multiplayer games more fun. The drone has two operating modes, terminal and periscope. Use the switch next to the terminal to select which one you want to use. In periscope mode, point in the direction you wish to go and press trigger to move. External searchlights work by moving your cursor to a corner of the screen and pressing trigger. The system will then switch to the searchlight in that corner of the sub. Features - Bot friendly. - Science lab with floodable floor for growing pomegranates safely. - Science station for genetic research. - Tier III upgrades for scout class. - Two normal and two heavy weapon hardpoints. Kuha2 additions - Top and bottom airlocks and docking hatches. - Drone with selectable terminal and camera controls. - Extended external searchlights. - Disco.

177 descargas Detalles →
Watercrawler – Barotrauma Mod

Watercrawler

por 76561198875004087

Little story I made a while ago for the Watercrawler: Before humans went on Europa the crawlers had no arms and just swum and couldn’t breathe on land, but when humans arrived crawlers got their name and adapted to the environments and grew arms and lungs so they could go on land, it has been discovered that the ancient crawlers still exist, and here they are, we found them, they’re not as common as crawlers with arms, but there still quite common. Features: no arms, old crawler texture, can’t breath on land, can’t walk, husk variant that’s fully functional, can turn into husk.

124 descargas Detalles →

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