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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.

deus ex machina 机械降神三合一各司其职自用

por 76561198381627669

这个是deus机械降神作者3个作品的整合版 素材全来自于他 本mod只做了整合与文本错误修复 用来给各司其职使用

160 descargas Detalles →
Dead space 3.0 fixed version – Barotrauma Mod

Dead space 3.0 fixed version

por 76561198809207970

Fixed/changed the deadspace 3.0 mod, original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3407503601 you dont need to install the original mod updated for spring update changes: - Halved the carrier spawn amount for quality of life (nerfed). fixes/patches: * Fixed severe entity spawner lag from Plasma Cutters. * Fixed infinite Slasher spawn loops on infected players. * Fixed custom missions not appearing in early stations. * Fixed broken Contact Energy fabricator crafting recipes. * Fixed console physics warnings for all Slasher ragdolls. * Fixed audio memory crashes from the Dementia affliction. * Fixed missing prefab errors in medical items. * Added a new "Necromorph Swarm" testing mission to make sure it actually worked! * Fixed affliction files in general

146 descargas Detalles →
Rheinmetall SSW-40 Automatic Grenade Launcher – Barotrauma Mod

Rheinmetall SSW-40 Automatic Grenade Launcher

por 76561199078413440

Because I saw this extremely sci-fi-looking design, I made this mod. This doesn't represent the actual level of the weapon. The SSW-40 can provide competitive all-terrain firepower in non-equivalent and asymmetric conflicts. What users need to adjust during the battle is only the ammunition clip. This means that soldiers can first use it to attack armored targets, then attack soft targets such as personnel, and switch to non-lethal ammunition later. Additionally, this weapon reserves an expansion interface and supports airburst ammunition to more effectively deal with targets within bunkers. The weapon itself can achieve a maximum rate of fire of 300 rounds per minute. Coupled with the high power of the grenade, it is capable of clearing a large number of targets. The insufficient rate of fire is due to the lack of skills. The module is equipped with various types of new grenades and a corresponding 10-round magazine: The grenade itself can be used independently, and the weapon also has a single-shot loading mode. Standard grenade magazine, original attributes -- VT Grenade, a programmable proximity-explosive grenade that only works on monsters (because if the target is a human, it will blow up the player as well. I don't have a better solution) --FRAG Fragment Grenade. When detonated, it will produce 20 powerful penetrating fragments. It won't harm the user but can cause damage to allies. -- HE high-explosive grenade, more explosive charge, greater power -- HEAT anti-armor grenade, upon hitting the target, will generate a metal jet stream, causing more damage. The jet stream can penetrate walls (due to triggering issues, the jet stream may be misdirected, causing friendly damage, and no self-damage). --APHE penetrates walls and detonates with high-explosive charge. It is designed to specifically target targets behind walls or explode only after hitting two targets in succession. --SHOCK Arc Incendiary Grenade, when hitting the target, leaves a grid pattern that hinders the enemy's movement. Pay attention to the distance. Due to the code restrictions, if reloading and there is no active ammunition filling in the chamber, an additional pull of the trigger is required to complete the chambering. This additional pull of the trigger will not fire the gun.

107 descargas Detalles →
RadioMod – Barotrauma Mod

RadioMod

por 76561198885362294

This mod includes a new music item (Radio), if you hold it in your hands, a menu with 12 tracks will open. Everything is simple and clear (Important! Do not check more than one track, otherwise there will be a mess of music)

110 descargas Detalles →
556's equipments – Barotrauma Mod

556's equipments

por 76561199079489987

Lua required Features: - Various mechanics - Highly customizable weapons What's next?: - More guns - More accesories - armor system - Explosions - Cannon - Improved sprites

92 descargas Detalles →
Narwhal – Barotrauma Mod

Narwhal

por 76561198803297134

"Первые колонисты использовали Нарвал как корабль охранения конвоев. Высокая скорость, большая огневая мощь. Хорошо вооруженный спереди, он остаётся почти беззащитным сзади, делая его отличным рейдерским судном для безрассудных атак, и совсем неудачным разведчиком. На его борту имеется всё, что нужно для удобства экипажа - от карцера для заключенных, до медицинского фабрикатора. Только не забудьте запастись топливом. Большим количеством топлива." Особая благодарность сообществу Russian Barotrauma за помощь при создании подлодки. ________________________________ "The first colonists used the Narwhal as a convoy escort ship. High speed, great firepower. Well armed from the front, it remains almost defenseless from behind, making it an excellent raider vessel for reckless attacks, and a completely unsuccessful scout. It has everything on board that is necessary for the convenience of the crew - from a punishment cell for prisoners to a medical fabricator. Just don't forget to stock up on fuel. A lot of fuel." Special thanks to a Russian Barotrauma community for help and guideness in the process of making a submarine.

122 descargas Detalles →
ColorBlindTanks – Barotrauma Mod

ColorBlindTanks

por 76561198041257983

Modded icons for fuel and oxygen tanks for colorblind people. Mod override Items: oxygentank, weldingfueltank, oxygenitetank, incendiumfueltank.

133 descargas Detalles →
风千之殇 – Barotrauma Mod

风千之殇

por 76561198264302063

Mod简介 这个Mod并没有什么太大的意义,或者说它的内容还在制作当中,其主题是迫害啥B风千。 现版本拥有的内容如下: -风千分泌剂 使用者可以获得“灵魂之殇”天赋,所有任务经验增加300%。 -圣典 记录着世间所有的善与恶,但撰写人却不知去向。(还没做完) -灭人器 适配世间万物,亦或是独其一。撕破表层的伪装,面具之下,是丑恶还是伪善? -绝望聚合器 将绝望填充至空虚的希望,不知填进去的是否是绝望,而得到的又是否是希望? -欲望发射器 诞于最黑暗的邪念,喷发于最天真的同化。 -癫狂小丑 放弃了思考,融入了疯狂,理解了疯狂。 其他 Todo:新的NPC,给他一巴掌就可以获得50帝国马克。新的物品,还没想好。一只素质奇低的鹰。 一只猛摸的鱼。 有什么好的迫害想法请及时告诉我!!!!!!!!!! 我的QQ1249195746!!

106 descargas Detalles →
Kola – Barotrauma Mod

Kola

por 76561198398581594

The Kola is a reliable mobile colony drilling platform, all major European cities have a pair in docks. The fusion of quality electrical installations, a large cargo hold and a support bot is a recipe for a slow sub that brings big profits at a little cost. The manufacturer also encourages to use it as dockable to stations defensive possition, but the small arsenal of basic unit is not satisfying. The intensity of heavy mining gases makes oxygen generator struggle to keep up with O2 exchange. This platform is designed for long mining missions, assured thank to well optimise and fuel efficient fission reactor. Miners eat, sleep and work on Kola, and support bot, designed for refilling and recharging supplies purposes only, can fit in narrow cave entrances, giving safety, light and supplies for hard workers. Despite being besigned strictly as mining vessel, she's well fitted in beacon restoration, cargo transport and if necessary, wreck salvage. Submarine Number: 12-262 Codename: "KOLA" Class: Transport / mining Recommended personell: 4-8 Diving suits lockers: 7 Armorment: Upper front - chaingun / Lower front - coilgun / tail 2x small calliber hardpoint Support Bot: "SG-3" [O2 & battery recharge, searchlights, supply, decoy launcher.

77 descargas Detalles →
Stolaire's Utility and QoL – Barotrauma Mod

Stolaire's Utility and QoL

por 76561198053493493

Minor mod for local use. Infinite beta. Expect provocative changes. Changes: - Changed sprites of welding and oxygen tanks - Tweaked chaingun ammo stats - increased projectile velocity, increased damage - Reworked Exosuit and Cargo Scooter Item overrides: oxygentank weldingfueltank chaingunbolt chaingunboltphysicorium chaingunboltshredder exosuit cargoscooter

88 descargas Detalles →
银翅飞鱼号 – Barotrauma Mod

银翅飞鱼号

por 76561199200113330

萌新自用单机修改船,超小型整船活动范围只有一层,没有了爬上爬下的烦恼。 借用了罗非鱼的系统和仿生鱼的装饰。 添加了敌我识别自动电疗 模块化生产工厂初步实现 AI自动分类储存 添加自动刹车系统 开局核反应堆旁边箱子有777本技能书和三张万能身份卡。 自己使用不断改进升级中,有许多奇奇怪怪的BUG。

99 descargas Detalles →
The Gunnery – Barotrauma Mod

The Gunnery

por 76561199035799039

This behemoth of a ship has plenty of firepower itl blast anything some say its expensive but for what it is its good. The prison on board isn't revolutinary and the turret keeps prisoners in check. Optional mods: banana gun, minigun, brighter lights, lua for barotrauma If theres too ships use the V2 one ignore the other

100 descargas Detalles →
ScPL 1.15-4-22  Косатка – Barotrauma Mod

ScPL 1.15-4-22 Косатка

por 76561198062910918

###ВНИМАНИЕ### По результатам тестов АСК не работает корректно ( это связано с оптимизацией игры ), поэтому следующая модификация подлодки ScPL 1.15-4-22 выполнена без АСК. Наличие АСК на борту плохо влияет на производительность игры отдельных клиентов. Указанные на инструкциях элементы АСК удалены. Пост управления БПА находится на месте пункта АСК. Подлодка была модифицирована до версии ScPL 1.22-4-22 Косатка ############## Боевая подводная лодка (ПЛ), спроектированная на базе ПЛ проекта 885 «Ясень». Корпус представлен в виде двух оболочек внешнего корпуса, принимающего давление и удары, и внутреннего, обеспечивающего герметизацию. В случае пробоя внешнего корпуса, внутренний не позволяет воде попасть на верхние палубы. Вода стекает к двум вертикальным отсекам – шахтам, на нижних частях которых находятся насосы. Все каюты пронумерованы: первая цифра указывает на номер палубы (их 4-ре), вторая на порядковый номер (начиная слева). ПЛ оснащена: -6-ью батареями магнитных пушек (4 из них спаренные) и 1-ой защитной турелью в ангаре, питающихся из одной спаренной ленты боеприпасов; -2-мя рельсотронными батареями, питающихся из одного магазина; -4-мя разрядными катушками, дающими разряд по всей площади внешнего корпуса; -Пусковой установкой для глубинных бомб -1-ой противокорабельной (ПК) торпедой с дальностью стрельбы 1000 м. Стоимость торпеды - 1000 (марок?); -Ударным шаттлом "Акула", оборудованным рельсотронным орудием, цепной пушкой и глубинной бомбой. (На шаттле нет генератора кислорода, только кислородная полка с подведённой эл. энергией) -Беспилотным аппаратом "Щука", оборудованным камерой и ящиками для хранения. БПА обладает малыми габаритами (1 х 0,5 м), хорошей манёвренностью и аккумуляторами высокой ёмкости. Макс. дальность-10000 м. Стоимость БПА - 1000 (марок?); В шлюзах установлены датчики регистрирующие и оповещающие экипаж о движении европианских организмов. В каждом отсеке установлены датчики дыма. Ко всем кислородным полкам и скафандрам подведено электропитание и обеспечена регенерация кислорода. Для общения экипажа зарезервированы каналы 0..100 Гц, остальные каналы используются для упраления системами подлодки. Команды для систем ПЛ: >Канал 1 Гц: -Сонар перекл - переключение состояния сонара -Реактор выкл - выключение реактора (подлодка существует с 08.2021 и тогда не было пульта реактора, команду отключения решил не вырезать)

101 descargas Detalles →
Changeable lighting lamp – Barotrauma Mod

Changeable lighting lamp

por 76561198095756254

A changeable RGB lamp. Recommend "sunken tapes" for best experience. Don't forget to power up the lamp. How to use: 1.Subscribe the mod, then activate it in game "setting" 2.Open your submarine editor, search "changeable lighting lamp", open it. 3.Copy the assembly into your submarine (there are 3 assemblies with same design but different frequency setting, you just need to copy one of them as per your preference) . 4.Wire a power wire to the lamp. 一种可变色的RGB灯管。推荐打上“sunken tapes"(一个自定义音响mod) 记得给灯管接上电源线 使用方法: 1.订阅后,在游戏中的”设置“把mod勾选上 2.打开潜艇编辑器,搜索”changeable lighting lamp“,打开 3.将整个组件复制到你的潜艇上(有3个组件,设计相同,频率不同,只需根据喜好复制其中一个)。 4.给灯管接上能源线

97 descargas Detalles →
K-120 'Sturgeon' Small fast transport – Barotrauma Mod

K-120 'Sturgeon' Small fast transport

por 76561198005547954

First of all, this sub is is inspired and uses the theme of the amazing "K-24 Crocodile" by @Doomich. I have been given permission to upload my variations of his work, but all credit should really go to the original creator as my mods are only variations on his. His style defined my experience of Barotrauma as gritty, worn dark and utterly devoid of fancy, bright features. Sutlety lies in which switches to push when and to know what strengths and limitations your submarine has. Requires the EK Dockyard Marlinsk Design Bureau. A underfunded and old fashion Subyard located in the colony of Syltarin. Due to lack of funds or unwillingnes to spend money to change assembly lines, their classes vary around much of the same compartments. This has lead to the more brighter and clewer engineers of Europa to seek their fortunes elsewhere, leaving behind the more second rate designers which accept working within the limitations on what changes can be made, The most common approach on "new" designs are to just cobble together whatever can be found scattered around the yard or the seabed in the vicinity. The assembly lines churn out their assigned compartments, wheter they are needed or not. The electrical department are scrapped together by whoever are willing to work in the aging, obsolete and dark assembly lines. Consequently, the electronics of the Marlinsk K-series are not the automated wonders of many other design bureau's. Work accidents, construction failures and horrible submarine trial accidents are not uncommon around Syltarin. Sub in game description: Marlinsk Design Bureau. Armed small transport class from the K-series with standardised sections. Moderate cargo capacity, reasonable speed, well armed. It's weaknesses stems from critical compartments being located along the outer hull and the repurposed RBNY-4000 outpost reactor might not be entirely up to the task of running a sub. Designed for cargo transport between outposts and clearing smaller wildlife along the traderoutes. Features: -Medium cargo capacity in a small hull. -Batteries are toggled on and off from the bridge. The terminal controls the charge rate for the batteries AND the supercapacitators. Charge level of the batteries are showed next to the switch. -Rapid fire, high power consumption guns. Requires trigger control and aiming. The bow railgun has a very high powerconsumption, to compensate thus sub as a starter sub. -All guns are locked for swap. -Quite good gun coverage. -2 airlocks. -semi-centralized junctionboxes. -Single gunnery deck. -Roof ballasttank. -More advanced floodingsystem then rest of the K-series. -Fabricator+deconstructor. -No glass in the navigation compartment Dimensions: 30x12m Cargo capacity: 18 Crew size: 2-3 Speed: 26 in a straight line. Ascent: 18 Decent: 13 Required mods: EK Dockyard The Sturgeon is quite a decent starter sub. It has seen extensive testing in co-op with 2 players and 0-2 npc's. The guns are allready in place, the cargo capacity is quite capable. The speed is good enough. What gives it drawbacks are the roof ballasttank over the gunnery compartment, lower deck junctionboxes are located close to the outer hull, as is the cargo compartment and 02-generator. RBNY-4000 reactor is powerful enough to run almost everything at the same time, but is quite hungry. I hope this balances the sub out for solo and multiplayer. Oh, and the airlocks are not automated. Keep attention when entering/exiting. Please comment below with whatever your feedback you have and especially what bugs you find. Thank you for downloading and again, big thank you to Doomich for allowing me to tinker around with his piece of art. Have a good day below.

84 descargas Detalles →
Dauntless 1.0 – Barotrauma Mod

Dauntless 1.0

por 76561198032527515

SubEuropa's 863 Dauntless is a versatile multipurpose submarine. Deisgned for independent long term operations in hostile enviroment, she packs a punch above her weight class in cargo capacity and combat capabilities. SE-863 sports full medical and manufacturing facilities, critical comparmet crew ID-access, brig, bio-lab, reactor & cool-control chipset, docking port with override circuit, airlock, 2 railguns, autocannon, 2 coilguns, 3 depth charge launcher and mast sensor suite.

115 descargas Detalles →
EWBH Extra Clothes Comp – Barotrauma Mod

EWBH Extra Clothes Comp

por 76561198149919174

This is a compatability patch for Extra Clothes and EuropaWaifu+BetterHuman. This requires you to have the original Extra Clothes installed and EuropaWaifu+BetterHuman. All credit goes to the original mod authors. Most sprites and code are from EWBH. This is an override so it should work with existing saves.

54 descargas Detalles →
BBBC Fleet Command ESV (NO LONGER THE LARGEST) – Barotrauma Mod

BBBC Fleet Command ESV (NO LONGER THE LARGEST)

por 76561198022057991

This is The prized possesion of Admiral Big Boy Benny.. This is the Big Boy Benny Corporation Fleet Command Europan Sea Vessel or for short.. The BBBCFCESV. But many just call it the Command Ship/Vessel, As only One was ever made. The original design was deemed too small, which was turned into a vessel for hunting Endworms.. This is the Largest Submarine in the Depths of Europa.. Possibly. While you could be working in the engine room, the front reactor could explode and you wouldn't notice a thing. :) It has a absolute ton of features and rooms to list.. and to me is still a WIP.. But I like to think its in a near final stage. It works.. But Chances are thats wrong :| .... I will work on this until it is working tho so ye. Also I would say the true Minimum crew is 26 and if somehow you can have more than 32.. then that is nice.. Have fun trying to find out where you are.. A Captain's Quarter's, that of Big Benny himself. A door within it leads to his Masterful Personal Kitchen where it is said he makes some of the finest dishes in all of the Europan Seas. It also is stocked with plenty of Tonics and Pipe Tobacco. The Safe-room used as a Final Stand for the Captain incase of an extreme Emergency. A Prison Block located in the Bow of the ship right next to the Fore Reactor. It has 5 Cells to hold High class Prisoners.. Speaking of Reactors.. there are 3 on this Ship.. Yes you heard that right.. 3. The Fore/Rear and Emergency Back-up. The fore and rear ones have a Near Maximum Efficiency 2-comp System in Place so that your Electricians can focus on the 4 Massive Junction rooms.. And the Emergency one Provides power to only the Vents, Engines, Pumps and Ballasts. A VIP Lounge and Bedding room. This is mostly as a way for Benny to serve those who come aboard seeking shelter.. For a Hefty cost ofcourse. Two Medical Wards, The Fore and The Rear one - Ward-01 & Ward-02 Respectively. Which both have Medical Fabs and Ward-01 has a Research room just Adjacent to it. A Greenhouse Located on the Rear Dorsal side of the Ship, which has its own Spotlight! Three Fabrication Rooms. One where the Fore Docks are Located, One under the Greenhouse and Finally one main Massive one Adjacent to the Engine Room. The Main Fabrication one has 3 Deconstructors and 2 Fabricators. A 3-Engine Engine Room each with their own Junction box :).. Right Beside the Engine room is the Training Room, A Place where.. If you need Experience as a Mechanical Engineer... you can get it! A Alien Vault Located somewhere near the Rear Reactor! 5 DOCKS! - A Dorsal one and 4 Ventral Docks, 2 of which are Horizontal and meant for small Shuttles. Mainly the E.S.V. Peel. A Visiting Center for your Prisoners to make contact with someone on the other side.. annnndddd a Execution Chamber.. There is a Lot on this Ship and Honestly its fun to explore even for me.. Main thing - THE LARGEST SUB IN BAROTRAUMA (Until proven otherwise :) ) edit - IT IS NO LONGER THE LARGEST. IS EXTREMELY PERFORMANCE HEAVY / BROKEN- My friend with a 1080 had multiple issues and me with a 3070 has some frame issues. And also The engines have a weird Issue with them where they don't work but I have seen them working when I test it in Sub Builder. so idk.. Sidenote - So the Interior guns kinda don't work rn... Im trying to see if its possible to make them work... but it doesn't seem like it :(

91 descargas Detalles →
ECM Fomalhaut – Barotrauma Mod

ECM Fomalhaut

por 76561198137082178

Background The ECM Fomalhaut's hull was laid down by Europa Coalition Maritime at the Sidon Flexus Navy Yard in fulfillment of a navy commision for a light cruiser. First designed by Iconoclast, which would later be merged with Armstrong and Cunningham Industrial (ACI), the ECM Fomalhaut originally boasted a supplementary engine, making it a deceptively nimble adversary. The First of it's class, the ECM Fomalhaut proved itself as an extremely capable patrol vessel from the Cold Caverns to the Abyss itself. For 30 years the ECM Fomalhaut dismantled separatist fleets, hunted down pirates, and enforced collection of Coalition dues from frontier settlements. In its day, it was the implacable enforcer of the Europa Coalition's will. But times change, and the Fomalhaut's age began to show. After 30 years in the fleet, the Europa Coalition began auctioning off hulls. One by one all the Fomalhaut-class cruisers were stripped of their high-output engines, the majority of their weapons, and any major technical capabilities. The ECM Fomalhaut itself was purchased by Armstrong and Cunningham Industrial to transport materials to and from the Abyss. Armament The ECM Fomalhaut has the following armament: - 2x coilguns - 4x electric discharge pads - 3x upgradable hardpoints - 2x depth charge launchers Other Features - Inline battery bank to buffer power to the grid during sudden load spikes - External & internal CCTV system to augment situational awareness - Powered Oxygen shelves throughout ship to ensure optimal survival rate - Armed dive support drone to increase salvage operation success rate

101 descargas Detalles →
Cerberus-2 – Barotrauma Mod

Cerberus-2

por 76561198109867778

What is going through darkness of sea without fear? What has a surprise for its enemies? What can see the danger before the danger will see it? – It is a CERBERUS MARK TWO. Although previous model was successful by itself, we (as we usually do) decided to make it even better – and that is how Cerberus MK. II was born. One upgrade here, another upgrade there, add something new – and here we go. So, let’s take a look at the result! Speaking of the purpose of the Cerberus Mk. II, it was made for reconnaissance needs of the Trade Defense Force, but it carries enough armament to fight not only against those pesky contrabandist shuttles, but also against most kinds of the hostile fauna of Europa. The most important change is the replacement of armaments: artillery of Cerberus Mk. II was replaced with newest models with high rate of fire. Now you will be able to shred anything in your way! Yes, even better than before! A typical upgrade of submarine to Mark Two often includes rework of interior space – and Cerberus Mk. II is no exception! But what about reconnaissance? For this, the submarine carries the camera drone, which will let you to see before you will be seen! CERBERUS MK. II – IS THE FIRST TO SEE, IS THE FIRST TO STRIKE.

77 descargas Detalles →
Coalition Fleet – Barotrauma Mod

Coalition Fleet

por 76561198070610288

A new fleet of Coalition Vessels to fight against insurgents. Consists of 4 submarines of every class. All ships are relatively balanced, but not absolutely built to be balanced ships. Please post any bugs you find with any of the ships in the discussion for the fleet. Don't mind the cringy title-cards for the ships on this page.

75 descargas Detalles →
[DED] Dugong Hardcore Refit – Barotrauma Mod

[DED] Dugong Hardcore Refit

por 76561197972537030

Update: Added Mineral Scanner(s) Goal was to keep close to vanilla balance, but make the Dugong more palatable for veterans starting their campaign over again. You'll still want a better sub! But a sub should make the best use of space possible. Balanced for campaign start, has limited starting gear so pay attention! Most of your glorious cargo space is empty. Not good for regular MP as it doesn't spawn very much gear. Requires EK's mods (used the shelves, crate containers, and a few items). The deconstructor deposits in the large cabinet upstairs. No fabricators just like normal Dugong. Features/Changes * Third Coil gun on top right (fore dorsal) * Moved Discharge Coil to the Conning Tower (dorsal fin) * Tremendously expanded storage * Added deconstructor to the O2 room, deposits in large locker by the dive suits * Added 3rd Ballast to the fore, with drain for the armoury room * Reactor upgraded max output from 2700 to 2800 * Vanilla style visible wiring without any added junction boxes * Slightly expanded field of fire for dorsal (top) coil guns * The engineer sometimes sneaks off to have a nip when the captain isn't looking - must be hiding some booze * Redone waypoints to keep the AI working at their best (TM)* * Mineral Scanner added to the left of the command Navigation Terminal (under your emergency supply cabinet). Another added by the dive suits. Remember, the Dugong doesn't have any transducers so each one has its own sonar passive/active switch. * Added one more junction power box by the reactor since there was no more room for the mineral scanners. Has 2 spots left for your own additional items like lights or other modded sub bolt-ons. Extra info: The empty space in the front of the Dugong always bothered me, but its the only blind spot without a second discharge coil - so a 3rd Ballast it is! Makes the Dugong a bit faster as it is a "scout" but only somewhat. You don't have as much gear, and you're pushing the engine and reactor to the logical limits. But you've crammed so much storage and made such good use of space! This is the sub a salty dog who is starting all over again needs. You'll still want to upgrate to a better sub, but this will do for now. Subs shouldn't have dead space in them. I know the Dugong was designed to be a bit spread out to be easy for a new player, and to make each interractable clear and distinct. But you already know what you're doing, so let's cram as much storage into the sub as we can. Reactor output up from 2700 to 2800. You'll still need to be smart (600 for engine, 100 sonar, 900 for ballasts, up to 800 for batteries, not to mention 1000 per gun firing so watch your super capacitors). Checkout my other subs Dugong Survivor Refit https://steamcommunity.com/sharedfiles/filedetails/?id=2348209268 Berilia Survivor's Refit https://steamcommunity.com/sharedfiles/filedetails/?id=2306953229

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Analtrauma – Barotrauma Mod

Analtrauma

por 76561199029369136

Меня довели мои товарищи, и я решил их покарать. Морально. Мод сделан по приколу, и вряд-ли будет обновляться. Чтобы "аппарат" работал нормально, нужно 75 медицины

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Inventory Management – Barotrauma Mod

Inventory Management

por 76561198831435131

Added a Graphical User Interface (GUI), which can be hidden using the Home key. Functions can be enabled by clicking the buttons, or by directly pressing the corresponding hotkeys. Hotbar slots 1, 8, 9, 0 and the equipment slots are set to the blacklist; items will not be put into or taken out of containers located in these slots. Items will also not be deposited into the hotbar. B: Empty. Effective only for the whitelist. Takes all items out of your inventory and deposits them into the currently opened container. V: Restock. Replenishes all stackable items currently on your character. I: Pick up identical. Effective only for the whitelist and inventory slots. Picks up items that match the ones you already possess on your character. U: Deposit identical. Effective only for the whitelist and inventory slots. Deposits items into the container that match the ones already inside it. N: Empty handheld. Effective only for the whitelist. Empties containers currently held in your hand, such as relic bags or boxes. The items inside are transferred to your character in a looting manner. K: Sort. Effective only for the whitelist. Puts all non-dismantlable items into the container. (Note: May randomly fail for non-host players). L: Loot. Effective only for the whitelist. Loots items from entities or containers and performs item separation (e.g., removing magazines from guns for storage). Prioritizes placing items into the deepest level of nested storage. M: Store / Pack. Effective only for the whitelist. Stores non-container items from whitelisted slots into containers currently carried on your character. J: Deep Organize. Attempts to place items from an opened container into the deepest level of nested containers that already hold identical items. H: Swap. After opening a container, swaps all low-durability items on your character with high-durability ones. (Purpose unclear, use with caution). Using this specific I/O storage method is not mandatory; however, it offers the best compatibility—hence, it is the recommended choice.

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