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Mods y plugins para Barotrauma
Este catálogo incluye 81.000+ proyectos de Barotrauma procedentes de Steam Workshop. Las entradas pueden ser para servidor, cliente o ambos, e incluir mapas u otro contenido generado por usuarios. Antes de instalar, comprueba la página de origen enlazada, la versión del juego y las dependencias.
banshee
por 76561199192374087
Through the depths of the sea and darkness of night, she will protect you and destroy all the doubt, her might ands her voice brings terror in dark. she will guide you to the victory and into the light comes with 9 guns 5 of which are already equiped dimensions:96/27m full cctv system 4 perescope equiped with green house with fire supression system dual engine setup has small canteen and kitchen
Khrushchevka
por 76561199055338447
The residents of this Khrushchev-era apartment building had no plans to say goodbye to their beloved home, so they magically transported it directly from Earth to Europe. Please note the peculiarity of this, if I may say so in good conscience, vessel. On the ground floor of the co-op building, there's a safe accessible only to the captain. It contains ID cards that serve as keys to the four apartments above.
Craftable Synthetiflour for Very Hungry Europans
por 76561198060191884
Allows you to craft synthetiflour using renewable items found throughout the game while not sacrificing balance. Cooked in a stove with clean water, two yeast shrooms, and ethanol. NOW INCLUDES PEPPER RECIPE! Made in a cutting board with raptorbane seeds and an empty shaker. REQUIRES HUNGRY EUROPANS, PUT THIS MOD ABOVE IT IN YOUR LOAD ORDER OTHERWISE IT WILL NOT WORK
Clean the Cave Crystals!
por 76561198089235226
The sharp crystals proved so hazardous to the assistants that they managed to splatter their blood over every crystal on europa. This mod restores the original textures for the cave spikes for those who preferred them.
Armable Throwable Railgun Shells
por 76561198090735620
This mod allows you to throw railgun shells and arm them prematurely; because sometimes, safety is not an option. Inspired by: Throwable nuclear shell
Wave Defense Gamemode (守波模式)
por 76561198321491331
the_contrivance
por 76561198202545732
A strange biome edit for the great sea
飞鱼座 VOLANS 蜂群无人机母舰[修复版]
por 76561198971857637
针对官方更新导致的光源问题失效而做的修复版,作者更新后删除。
Henderson Farmhand 5P
por 76561197995290433
NOTE: This sub is meant to be a challenge (at least until it's upgraded). So if you're new, play at your own risk. Breakdown below. Tier 1, Transport Cargo: 10 crates Rec. crew: 3-5 Price: 7000 marks Basic supplies included THE GOOD - The reactor is more fuel efficient than most vanilla subs, and the backup battery can give an extra 1000kW. - As in the name, it has a farming area at the top aft of the sub. A small special room at the back is for dangerous plants: the door will self-seal if a fire starts, and unseal once the fire is gone. - Relatively good diving/ascent speed. THE BAD - The sub floods easily in the front. - Only has two starter weapons: a coil gun in the bottom front, and a chain gun at the rear. It can be upgraded with a third small gun at the top right. - There are several blind spots which the guns can't reach. - Engines are slow, and use a lot of power. THE UGLY - Max starting power output from the reactor is feeble (1750kW). Using several machines at once without the backup battery will blackout the sub (not enough power). The backup battery has to be turned on manually, so more work for the engineer. - Watch for fires: the reactor will burn after only 10 seconds of overheating. 30 seconds of overheating, and the reactor goes boom. That's it. Hope you enjoy farming while cooking your reactor. ;) Ingame description: A well used second hand submarine. There a few spare supplies on board, and it includes a farming room, as well as a special compartment for dangerous plants. However due to its power supply issues and poor defensive capabilites, the Farmhand isn't seen much in the deeper regions of Europa.
K-4S (Veteran's Challenge Forked Version)
por 76561198361310755
Good luck. This version is a tweaked version of the legendary K-4R by Acer thy Racer, with a hull and fins rework, reduced length, engine control through its buttons (rather than for call-out response only), minor bugfixes, fire extinguisher holders, a large bottom hardpoint (replacing central small one), and lighting tweaks. Bulkhead door emergency closing and alarm systems are wired. The battery room has been enlarged a tad. The large hardpoints are locked to flaks, the railgun is at the front and that's the best deal we can give. You start with generous gun coverage, and a depth charge has been added. It also has a passive sonar (https://harryli0088.github.io/bearing-rate-graph/ to learn to use) which has a 1 sec refresh rate (avoids any performance issues). Credits go to Acer thy Racer for his incredible work! Original's description: With only the addition of modernized Europan guns and a couple searchlights to help with navigation, this submarine has no helm controls, no junction boxes, and uses archaic units of navigation. You will need to coordinate with your crew (non-NPC friends) to move the sub where it needs to go by using the bridge's telegraph systems and carefully manage your power until the next station, as there is no reactor aboard. Use the relay switchboard to enable and disable various power-hungry devices around the ship, yell at the ballast control man to keep the sub steady and learn what "neutral buoyancy" really means. Frantically repair the batteries as they all go bad at the same time--your life depends on it. If you're feeling extra capable, try all this with the headsets off. The captain is afforded a portable sonar and status monitor to help guide the submarine. How do I move it? Yell at the throttle man to manually adjust the engine output--or command them with the bridge's old-timey Engine Order Telegraph. There's no built-in control over the engine aside from the slider and the switchboard's power relays. Throttleman, you should confirm the captain's request from your end by pressing the corresponding button to let them know you've received the request! How do I control the ballast? There's a switchboard on the wall with 5 buttons corresponding to each tank. The highest button on the wall empties the tank, increasing buoyancy. The lowest button on the wall fills it, decreasing buoyancy. Intermediate buttons are levels in-between. Every tank is a different size. Ordered from smallest to largest: A,F,B,D,E,C. Assuming a non-flooded configuration, neutral settings will make for neutral buoyancy. (This doesn't necessarily mean staying in place!) The ballast man will have to refer to the telegraph for the captain's commands, then mix and match water levels for precise control--or just get a feel for it through experience. Hint: Use the smallest tank as a trim-tank. How do I know where I'm going? Use the periscopes or gun sights to see outside the submarine. Supplement your directions with the handheld sonar, which gives a general direction to waypoints of interest. Ask the crew to report obstacles sighted from the guns! How do I dock at the station? Coordinate with your crew to align the submarine properly. When the docking hatches are close enough, press the "dock" button in the bridge. How do I fire the torpedoes? Assign a friend to handle the operation of the loader and hatches. To fire a torpedo, the loader must be full, the inner door closed, and the outer door open. (Flooded tube). When these conditions are met, simply press the launch button by the tube. When you go to load another, ensure you've closed the outer door before opening the inner door, lest you flood the front of the submarine. Yell at the switchboard operator to turn on the fore pumps when you're cycling the doors to keep a handle on water ingress. Why are the batteries colored differently? The un-tinted batteries are slave batteries to the yellow-tinted main bus battery on each bus. If the main bus battery breaks or drains entirely, the entire net attached to it will lose power. Keep the batteries maintained--they have a tendency to start failing simultaneously. What is the switchboard in the battery compartment? The battery compartment switchboard allows you to re-direct power from the RESERVE batteries to any of the main buses. Usually, you'll need to set R1-4 to B5, as B5 handles the oxygen generator, the most power-hungry device on the ship. If batteries are damaged or drained unequally, re-direct R1-4 to the damaged bus battery for a bandaid fix in a pinch. Will I be able to play this single-player? If you really, REALLY want to, you can manage it. It's an incredibly uneasy feeling trying to navigate this submarine solo (blind) so be ready for that.
BaroDrama V5 Chemical Agents patch
por 76561198002738342
BaroDrama V5 Chemical Agents patch Load order BaroDrama V5 Chemical Agents patch Chemical Agents BaroDrama V5
GatoRevampedTierIII
por 76561198152749253
Tier III variant of Zephyr's excellent but out of date GatoRevamped. https://steamcommunity.com/sharedfiles/filedetails/?id=2798217062 Collecting feedback from crews of both the Tier I and Tier II variants, extensive modifications were made in outfitting the Tier III. Additional cargo capacity was added in where ever possible, additional equiment storage has been squeezed in, and the firepower has been overhauled to better defend your investment. All this is of course reflected in the price tag.
Barsuk Mini
por 76561198089235226
It's the Barsuk, but at 0.5 scale. A few liberties had to be taken to get things to fit. Using the console to change ragdollscale and limbscale may help move around the sub.
Mechtrauma UNSTABLE 中文补丁
por 76561198885159296
机械创伤测试版 的中文补丁,正式版已有内置中文文本。此补丁主要转做提前汉化测试版。 CN patch for Mechtrauma UNSTABLE, for translate in advance. 此mod原为应对MT内置汉化更新不及时的应急措施,现转为MT测试版的汉化补丁,提前汉化最新内容,以便测试版内容发布到正式版时能第一时间提交汉化更新。
Постоянный сигнал в одиночный импульс (Constant Signal into Single Pulse)
por 76561198163705199
ПРЕДИСЛОВИЕ: эта штука получилась случайно. Возможно, кому-то пригодится. Эта схема позволяет конвертировать "постоянный" (повторяющийся каждый игровой тик) сигнал в свою "разовую" версию. -"Постоянный" сигнал подключаем в компонент "Реле" (Сигнал_в_1). -"Разовый" сигнал получаем из компонента "Задержка" (Сигнал_из).
Barsik
por 76561198028999175
Barsik is a modified Barsuk-tier diver that serves as a quick attack submarine capable of housing up to six crewmen. Designed and assembled by skillful engineers Neko and MuX at Disboard Dry Docks.
UNSC Kearsarge Class - Dongting Lake
por 76561198005639925
==建议:本舰强度上以BAROTRAUMATIC为基准进行开发,原本中使用会显得过于OP== This ship is built for high difficulty mod like Barotraumatic, using it in vanilla scenarios will be too op! 建议人员数量: 7人~12人 Advised Crews: 7~12 火力配置: Gunnery: -双联装电磁炮*4,连射炮*2,轨道炮*2 Dual-Coilgun*4, Minigun*2, Railgun*2 -下侧后方的深水炸弹发射器 A Depth Charge to the left of lower hatch -驾驶室遥控上下侧轨道炮 Two additional periscopes to control the 2 railguns in Command Room -火控雷达可用于控制【下方】轨道炮进行超视距打击 A Fire Control Computer to control the lower Railgun to strike targets afar 动力: Velocity: -最高前进速度(Horizontal): 42km/h -最高下潜速度以及加力后的速度(Downward): 19km/h (32km/h w/ Vertical Thruster On) -最高上浮速度加力后的速度(Upward): 18km/h (31km/h w/ Vertical Thruster On) 电力: Reactor: -MAGIC CONTROLLER反应堆快速反应技术,放入多根燃料棒也不会过热融毁,缺点是不省电 With Magic Controller's rapid reaction tech, your power grid will never overload, at the price of cost-efficiency -独立的动力及辅助系统UPS应急电源 Independent UPS for power+utility system -独立的武器系统应急电源 Independent UPS for guns 辅助系统: Utility: -完备的分解、制造、研究系统 Decompositor, Fabricator, Resarch Table -驾驶室远程操作加工台 Remote Fabricator control panel in Command Room -全舰灯光控制 Full light control -压载舱紧急排水手闸 Emergency pump out switch outside each Ballast Room -压载舱远程控制喷火器 Remote Incinerator in each Ballast Room -自动感应门(遇水关门并转为手动) Auto doors that will turn into manual when water breach is detected -各舱室进水广播警告 Hull breach alarm -气闸出口动态广播警告 Motion detector outside each entrance -一定程度的自动归类收纳 Certain degree of container tag auto classification -火控室有一个用于解构物品的窗口 -Recycle window in Gunnery Room -超大容量的货舱:48箱+ Super big cargo bay: 48 boxes Special Thanks: https://steamcommunity.com/sharedfiles/itemedittext/?id=2749881990 装备库内饰 https://steamcommunity.com/sharedfiles/filedetails/?id=2654926991 Magic Reactor Controller https://steamcommunity.com/sharedfiles/filedetails/?id=2619666712 摄像头模组 https://steamcommunity.com/sharedfiles/filedetails/?id=2425184968 进水警报 https://steamcommunity.com/sharedfiles/filedetails/?id=2329276237 防水感应门 https://steamcommunity.com/sharedfiles/filedetails/?id=2483236185 多联装炮塔
SOBAN-Canned Courage Mk.02
por 76561198295263128
This is MK.02 (The only difference between mk.01 and mk.02 is armor. Mk.02 uses alien armor, but mk.01 does not, Currently, 01 is no longer updated) (MK.01和MK.02的区别仅仅是装甲,MK.02使用了外星装甲而MK.01没有,目前01不再更新) Hi, I'm DE-Soban, and I'm working on this ship that has a bit of a sci-fi style, because after all, you can land on Europa, So i thought it would be nice to have a submarine with a spaceship look. This ship's interior space is not designed to be large, but it has complete functionsbut. This is the first submarine I made,I will keep updating,I hope you ike it . Suitable for single player mode or multiplayer players with 4-8 players, priced at 9998. The submarine is equipped with four light guns, a railgun, a deep-water bomb and two electromagnetic coils.It also has a Infirmary, a workshop, a warehouse and a bedroom in the oxygen making room. Hi,我是DE-Soban。这是我捏的一艘有点科幻风格的船,毕竟游戏背景的时间都是木卫二了, 就觉得潜艇有点飞船造型的感觉也不错,于是就捏了这个。 我用了白色和橙色的配色营造科幻的感觉,风格有参考家园2的维格尔飞船。 第一次捏船,希望你能喜欢我的设计。 船型为中等大小的战斗型,适合单人模式或4-8人的多人玩家,价格为9998,初始选高资金即可入手。 潜艇配备了四门轻型火炮与一门轨道炮,一个深水炸弹,以及两处电磁线圈 功能空间拥有医疗室,仓库,工作间(分解与制作),以及制氧室里面设置了卧室。
ECS SSN - 83(EK + ITA)(CN)
por 76561198158932287
※注意:这是一艘EK与ITA专用潜艇(不使用ITA可能会导致游戏过于简单失去乐趣)※ 2083年,与地球失去联系的欧罗巴联盟(Europa Coalition)决定建造新一代潜艇,以确保欧罗巴制海权。为了迷惑叛军,代号为SSN-83的潜艇在建造过程中被昵称为Fatlady。事实上,SSN-83是一艘巨大的战斗潜艇,拥有强大的火力和完善的排水系统,可以应对欧罗巴深渊中的各种威胁:包括叛军的潜艇和怪物。你需进入深渊的许可(Into the Abyss)与军火商(EK)的支持来申请使用这艘火力巨大的潜艇。 2022/4/8 更新到block6版本 新增了主炮声呐火控、轨道炮声呐火控以配合ITA升级后的声呐探测距离进行BVR攻击 优化了排水管道的HULL,排水速度大幅提升 新增了核废料室以放置ITA新增的燃料棒冷却器 对气闸安装了怪物检测器,怪物入侵后舰长室会有文字与声音警告 声呐导航仪内置了文字系统,可以查看剩余燃料与主炮瞄准角度
Carrier Graf Zeppelin(Beta/Test Build
por 76561197968807159
Graf Zeppelin(name got from german carrier that was never finished :-P) is one of the Biggest Subs ever Build by the europa Coalition(and me). It is a Mobile base itself. It has everthing a crew needs for the long voyage in to the deeps. She has just some light defense turrets to defend herself but her main striking force are her 3 Fighter Subs. With their Frontal railgun and Waterbombs each fighter can deal with everthing the sea throws at them or their Mothership. Also does she have a resupply craft for their strike force and a recon craft to scout. Some note from me: This is my first public thing i posted there are some issue like stability problems because its so big plus a few minor issues and im working on the later mostly. but its purely made out of vanilla assets and should be compatible with any additional mods. im also open for feedback. also i tested it on campaign,solo maps and because of its size and many things in it its prone for fps drops but no buggs. Be carefull sometimes the Carrier is to fucking big to get trough the map in campaign and you need to find annotheer route! thats why you have a recon craft to find out the path infront of you. I apprieciate some ideas, bug reporting or suggetions. only rule is i should be only for vanilla game. P.S: i dont look at my cableing skills:-( hope you enjoy! special Functions: -Shipwide alarmsystem to call for help. there are multiple SOS buttons around ship for sos like calls to medicalbay and security. they can see where the calls are coming from on their stations on the monitors. (issue right now is that if 2 alarms are active. the monitor show the later ones position i got a fix for that but it took so many more components that the gamestability would worsen even more because a would have made a text for each scenario that i actually did but on ussing it my fps dropped to 10 im not gonna correct that!) -also shipwide information monitors that are controlled in the bridge and text can be changed. Green status/yellowstatus/redstatus/ 2xsirenalarm Statuses. -shipwide camerasystem to monitor vital parts of the ship in the security office (around 20). can be changed with leftclick in the periscope -Monitoring systems for engineers in their office also fireproof office if something goes wrong :-P. -Automaticalarm system for fire on vital points of the ship connected to the alarmsystem of the medic- and securityoffice -each turret station is connected to a bottom gun and deck gun with a button beside the station u can switch it even additional light switch beside it:-P(did it to make the fire control center managble for around 3 poeples) -Fightercontrolcenter where you can get info of each fighter bay if they are ready or not and secondary smaller controlltower with same function. on each fighter dock is a small control panel where pilots can change their status on ready to fly or not. -Bridge and secondary tower can raise a shields to armor up the weakpoints (windows) from attacks. - the carrier was made for atleast 12 poeples in mind but function best with 16 poeples : 1 Captain, 2 security, 3 Engineers, 7 pilots( 6 fighterpilots and 1 ressuply pilot), 2 medics, 1 Mechanic. to tell the truth you need atleast 4 poeples to even maintain the basic functions while on mission of the carrier alone like maintenance of all crafts and starting up the 3 generators. WARNING about the Power/energy managing: -the carrier is powered by 3xoutpost generators and on startup of the carrier they tend to overheat in short burst but when regulated with the vanilla control and started at the same time( thats why 3 engineers). so dont panic and wait til it found a middle ground between those 3 or burn.... -when re-/starting up DO NOT GO full throttle or just stay on auto pilot stationary. also when restarting you need 3 poeples to power up the generators at the same time or 2 poeples powering up 2 generators. to prevent overheating of a single one. because the basic systems will drain so much when starting up the vanilla regulation cant correct fast enough with just turning on one by one. ALWAYS TURN 2 AT THE SAME TIME ON! - WARNING: because of the the load of power it needs and many factors changing demands like fighter reloading etc. it is not usefull to make a regulating control unit. i tuned the energy demand so that except for a few burst of drain the vanilla control is enough to handle it. as long it has 2 generators on -because of the load of things i only edited the engines(representing how much they should eat up on power), relais and Batteries on the junction boxes and those CAN NOT BE replaced with standart ones and this is the only thing that are edited by me everthing is vanilla because i would have ended up with 97 junction boxes.....(no joke that was the first version of it). Same goes for the additional crafts only relais and batteries are edited. -Carrier is capable of draining power from Ouposts to lessen the load BUT DO NOT TURN OFF MORE THAN TWO REACTORS WHILE DOCKED ON OUTPOSTS. it will drain so much power that both the station and carrier are out of action. worst case it overloads outpost reactor. dont forget ALWAYS TURN 2 AT THE SAME TIME ON! -it is possible to use 2 generators only when sitting idle on autopilot in one spot. the engines alone need 1 generator alone and the basic systems need 2 Gens. restarting a single one will not affect the others 2 that much to burn off. -Emergency mode or battery mode will only power essential systems: 1 engine, oxygen and wapons. also it turns on the emergency lights and you need to manualy turn it off after restarting mainpower. while on battery it will not drain the fighterbatteries but they will be drainend by their own systems. -DO NOT USE THE GOBY GENERATORS FOR EMERGENCY POWER FOR THE CARRIER. THEY WILL BURN (Told my freinds to fool around and apperently i need to tell poeples not to use an motorboat to power up a aircraft carrier) Additionla subs: -3xFighters: 1 front static railgun, 2 turrets connected to one stationcontrol with switch button and water bombs. powerded by Batteries) -1xGoby Resupply Sub: Got a generator, can charge ONE fighter batteries at a time plus fully rearming it again. with 2 turrets with same guns as fighters for selfdefence. also capable of carrying one fighter for long range mission or be carried by a fighter(got the idea from a game name free space where a supply craft could do repairs and jump out with your ship). also can secure fighters when the basic repairs are done. -1xGoby Recon Sub: A small 2 man sub with generator doing long range recon/rescue mission also possible to secure destroyed fighters after basic repairs on hull. it also can carry 1 fighter with it to get additional protectioan but it CAN NOT recharge the fighter! with 2 turrets with same guns as fighters for selfdefence) Plans: Monster detectionsystem for monsters near/around the ship. Bugfixing after feedback. Off-switch for fighters and their wapons when docked. NOTE: The carrier was made by me myself but i used the Goby and fighter outer hulls from other mods but forgot from where. there modified so heavly that they are not the same Craft anymore but still give thanks to them when i found their orginal mods again.
Normandy SR-Zero V10
por 76561198046839039
They asked me to build a ship they said, so i took a old prototype vessal blueprint from some old military ruins, threw a few engines and ballasts on, Told the Initiative they were crazy, It had a name but i thought hey? Why not call it Zero? So The Normandy SR-Zero Was Created. Notes. I Thank Chris for the assistance with doors and texture errors.
Aurora 3.5 (REMASTER)
por 76561198413064442
Обновление 3.5 включает: -Переработанная визуальная составляющая обшивки; -Переделаны следующие комнаты: двигательный отсек, реакторный отсек, мостик, складское помещение, оружейная (для больших подробностей советую самостоятельное изучение); -Проведена работа над электропитанием (для упрощения работы над следующим обновлением); -Теперь зарядных катушек стало две (одна под носовой частью, вторая над кубриком); -Зарядные катушки больше не зависят от батарей, а тем в свою очередь была увеличена ёмкость для повышения времени автономной работы; -Глубина спрайтов была перепроверена для их корректного отображения; -В мед-отсек теперь имеют доступ офицеры службы безопасности и механики, НО в целях повышения безопасности, ящики и шкафчики получили id ключи, которые привязаны к спавну: медперсонала, капитана и офицеров службы безопасности; -Изменены начальные предметы в мед-отсеке Следующее обновление выйдет не скоро. В нём я планирую: полная переработка кормы субмарины и добавление полностью функционирующего челнока. Желаю удачных погружений!
Tactical Gear
por 76561198018175951
The military recognized a need for tactical storage on their coveralls and generated a contract to have the coveralls designed and created by of course the lowest possible bidder. While the contract was technically fulfilled the mateial used by the contractor failed to meet uniform standards leaving the military with pallets of these unused coveralls. Take advantage of this at your next military post visit and buy a pair for yourself or the members of your away team as the "lively" coveralls feature three tactical pockets capable of storing batteries & SMG magazines. The military has a strict policy of not selling current uniform items to the civilian population nor will they license the patterns for fabricators, but some Sailors are reporting finding uniforms in the wrecks. The military greens are capable of holding smg magazines & batteries and the military blues capable of carrying batteries as well as oxygen and welding tanks.
cattus vastator shuttle
por 76561198029518902
Shuttle for the cattus vastator
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