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Mods y plugins para Barotrauma
Este catálogo incluye 82.000+ 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.
Doorway Stateroom Example
por 76561198094314206
Windows in Barotrauma are actually two-piece items, consisting of the background and the window frame. You can use them to create virtual rooms behind doorways, with functional furniture, to reduce clutter and improve aesthetics. I've noticed this method being used on subs like the Iona and the Super Plague Rat, and I really like how you can tuck things like beds, cabinets, medical beds, fabricators, etc., into those rooms, and put things in front of them while still maintaining a clean, uncluttered look. These items can be fully interactable, and when your guy lays on the bed, it looks like he's lying on it inside the room just like it should. I could find no item assemblies of this, so I'm putting it up here to make it easily available in case anyone wants an example or prefab. Instructions: The object depth value you set on windows is actually just the depth of the window's background only. The window frame is projected 0.019 higher than that background. So, if the surrounding walls are at 0.86 depth, you want to set the window depth to 0.879, and you can then tuck the edges of wall underneath the frame. We can now use this "window" as a virtual room. Objects inside the room should be set to a depth between 0.879 (the back wall) and 0.86 (the front wall), and they'll look like they're sitting nicely in the room behind the doorway. Extra points for placing alternative background wallpaper inside the room, right in front of the back wall, to replace the Tall Office Window's default background You do have to create separate wall pieces around the window/"door", as you can see in the example, and if you want to have it look nice, you'll have to adjust the texture offsets on them. Also note, in this example, an actual window with translucent "glass" (really a wall with Alpha transparency) to the right. To use this as an assembly, select everything init, then save it as an assembly. I would have uploaded this as an actual item assembly, but I couldn't figure out how. Doesn't show up in the list. If someone can clue me in how to do that, I'll re-upload it as an item assembly XML rather than a SUB.
HelpMedicine+
por 76561198127994341
Мод добавляет 3 новых лекарства,как они работают в узнаете уже в игре.
UAV Prototype
por 76561198011618652
UAV (Unmanned Abyssal Vehicle) Prototype Introduction / 介紹 Drone that can be drived directly by periscope. Wifi channel used : 1001~1006 Now can carry all my types of UAVs on one ship if you want. 純粹用潛望鏡即可駕駛的無人機 本機體使用的Wifi頻道:1001~1006 目前各個版本的無人機皆可同時搭載使用 Control / 操作方式 Accelerate : hold trigger Direction : position of cursor 油門:滑鼠左鍵 行進方向:滑鼠指標位置 If someone needs it. 爆炸圖檔,提供給有需要的人 My other works / 我的其他作品 INFINITY ∞ SHIPYARD - PhoeniX Laser turret version Coilgun version Mk-II Chaingun version
New Atenea (ES)
por 76561198273983618
INFORMAR DE BUGS PARA MEJORAR EL WORKSHOP Versión en español del Athēnē Submarino todoterreno preparado para destrozar cualquier facción que se le interponga. Equipado con una bobina de descarga (en proa), dos tubos de cargas de profundidad, cuatro cañones de gauss y dos de riel, puede hacer frente a criaturas de cualquier tamaño. Sistema de luces de emergencia, alarmas manuales y cierre de puertas a distancia
USS Bangarang
por 76561197993236738
My first take at creating a submarine for use with my friends. Enjoy! Some notes: -The submarine is wired for shore power. -The ballast pumps have a manual control override on them. Press the button on the pumps to disengage helm control. This allows you to drain the room manually in the event of ballast flora. -The button in the rear next to the battery and the button next to the nav terminal are for the sub's primary battery. The battery level is meant to run all ship systems for a little under an hour. -The primary battery level is shown on the displays with GREEN text. -There are two supercapacitors on board. -Supercapacitor #1 handles the discharge coils. -Supercapacitor #1 also provides emergency power to the O2 generator, ballast pumps, room pumps, and the nav terminal. This is meant to be a safety in case both the reactor AND the sub backup battery are not available. the sub will be able to move up and down during this time, but not forward or backward. This should also mitigate any power loss due to junction boxes breaking as well. WARNING: The capacitor only has enough energy to run these systems for approximately 90 seconds and is indeed only meant for emergencies. -Supercapacitor #1 power level is shown on the displays with YELLOW text. -Supercapacitor #2 handles power to the front coilguns. This should allow for decent continued use of one coilgun, however firing two coilguns over time may overtax the capacitor's storage. -Supercapacitor #2 power level is shown on the displays with RED text. Shuttle: -The attached shuttle should be usable for roughly 30 minutes for mining operations and entry into smaller cave systems the primary sub can't reach. Bots should be able to traverse between the sub and shuttle with no issues. -When docked, the sub will recharge it if the shuttle battery is off. -The submarine provides power to the sub while docked, allowing for use of the coilgun as a 3rd gunning station for the sub. Please note the supercapacitor is much weaker on the shuttle and will run out faster than the sub's primary weapon supercapacitor. -The helm control has an option to disable ballast control. This allows you to combat ballast flora. -Undocking the shuttle should turn on battery power after a moment. Docking the shuttle should turn off battery power. There is a power toggle switch under the battery itself as well. I plan to do more work to make the sub aesthetically pleasing and sprite distance levels might be odd in a couple places. I'm posting this because I finally have a working sub. Starting ammo/items may be modified over time to allow for more realistic gameplay.
Fletch Tram
por 76561198316798946
Tram for the 'Fletch' experimental Split-Ship. FOR LEARNING PURPOSES, DO NOT SPAWN THIS IN-GAME UNLESS IT IS BEING USED WITH THE INTENDED MAIN SUB!
H.M.S. Cockerel V2.0
por 76561198022379884
It's back, and better than ever. Still long, still hard, and still full of seamen. The H.M.S. Cockerel V2.0 will ensure your cargo gets safely COMES to its destination and your enemies SHAFTED with impunity. Impress your friends with the GIRTH of your mighty vessel.
Storage Naming Terminal
por 76561197998391598
Name your shelfs and lockers with this nifty setup.
UNSC Frigate Poseidon
por 76561198045118865
Long thought to be a long gone, after its fall into the ocean when it crash landed it was refitted for underwater sea travel. Thus it was renamed Poseidon as it had become the Ruler of the Ocean Depths. Has 16 Guns, 8 (2railguns) on top and 8 (2 railguns) below. Has a prison in the upper area for bad individuals, a corpse disposal, 2 reactors, 3 engines, a Junction compartment. 3 Shuttles with the ability to become drones in the main command room. A deconstructor in 3 areas but one on the lower end will distribute the materials to the rest of the ship. 2 main airlock points with 4 additional points at the end of every ladder direction. 3 oxygen generators and a ballast system of 16 ballasts that allows for the ship to not plummet if a few rooms are filled with water. Status terminals throughout the ship to find breaks and breaches easier. Artifact storage and alien item storage. Overall setup is simplistic and easy to understand. Given how large it is it may take some getting used to so you don't get lost. AI overall works but will sometimes turn on the bottom reactor so tell them to turn on the top reactor or just use the bottom reactor if they are an engineer, it won't break the ship but will overcharge some junction boxes. Also still trying to fix up some of the npc pathing with waypoints but hard to find where they are getting stuck so if you can take a picture I would appreciate it. Any other issues take a picture, try to give a good description and I will try to fix it. Hope you all enjoy it I put a lot of effort into this submarine, I feel that it is one of the largest subs on the workshop but can still handle a crew of just 4 or more. Thanks to madmax3004 for the Automated turret Switching System I used for the shuttles. I might still need to tweak them a bit but you should be able to switch to the upper and bottom turret relatively well.
[Billy] Directional Escape Pod
por 76561198979147478
Due to its usability due to 3 docking hatches, its strength due to it being 75% door, its top speed of 150 MPH, powerful discharge coil, and its small size, its no wonder that so many enjoy the relative safety of this pod. Remember: "When you're gonna die, give the D.E.P. a try!" please note: Billy Sub services™ is not responsible for any crash related incedents due to high speed
Cityscape - Salthane ZOMBI
por 76561198049151760
Welcome to Salthane, a small town under the sea with a place for every person! Live in constant fear for the time the Mayor and his boys, or when the factory personnel decide to toy with your precious oxygen and power, or when the doctors slip poisons into your medication, and so on. Hide away in your cramped apartment or in the sewers, because there's no way out of this mess.
HunnyBee
por 76561198214546444
My recreation of the Hunnybee from the BTE mod. Most notable feature is its one-use 'Stinger' under its belly, that is armed 3 seconds after firing, flying in a straight line.
A-40 Bell Ringer
por 76561199006328392
Hiya Everyone This sub uses bits of the "Medusa" and parts of my sub the "Rs Higgs" also the doors have those weird pads because of a mod my friend made me get called enhanced immersion (you wont see that ingame) Tier 2 Scout Has weak points Has a Moon pool as seen in picture 2 Cheeky Slot machine (Dynamic Europa) Let me know if it's broken I think it should work fine Please check out the "Medusa" its the best
Desert Eagle .50 AE
por 76561198289231869
Desert Eagle .50 AE When diplomacy fails and the revolver feels polite. Some problems on Europa don't need a coilgun. They need a statement. The Desert Eagle .50 AE is a heavy semi-automatic handgun built for the kind of crew disputes that don't end with an apology. Custom-crafted for Barotrauma with fully original pistol and ammunition textures, this is a premium sidearm for security officers, overconfident captains, and anyone who believes the best way to de-escalate a mutiny is to make the other person reconsider their life choices. Chambered in the absurdly oversized .50 Action Express cartridge, this isn't a pistol so much as a handheld demolition tool. One well-placed round can strip half the health from an unarmored human in a single shot. Use it wisely — or don't. We both know which one you picked. Features • Custom Desert Eagle .50 AE texture • Custom .50 AE ammunition • 7-round magazine • Found in security armories, outposts, and wrecked subs Stats Desert Eagle .50 AE • Shop price: 2,823 mk • Magazine: 7 rounds • Weapons skill required: 40 • Craftable at Fabricator (requires recipe unlock) .50 AE Round • Shop price: 147 mk • Damage: 50 gunshot wound (50% of a human's health) • Craftable: Yes, doesn't require recipe unlock. • Fabricator recipe: Weapons 25 + standard munition components → 12 rounds Where to Find It • Military & Armory merchants • Outpost security armories • Wrecked security cabinets Compatibility • Game version: 1.12.7.0+ • Does not modify vanilla items • Should work fine with other mods
Dynamic Europa - Beacons Everywhere Patch
por 76561198006862733
Simple mod that patches Dynamic Europa with the Beacons Everywhere mod. This mod requires a new campaign to work! The location of all beacon stations is predetermined during map generation, so adding this mod to an existing campaign won't do anything. Load order should be as follows: - Dynamic Europa - Beacons Everywhere Patch - Dynamic Europa - Beacons Everywhere
Neurotrauma Baroverhaul Small Patch
por 76561198892939000
noticed a small issue with neurotrauma that meant that talent overrides weren't applying (notably bloody business wasn't giving the 90% hemotransfusion shock reduction) also changed perk to work with the baroverhaul leech gun. (if blood isn't appearing in the leech gun, check the pockets of your clothes!!!, also make sure you have the bloody business talent unlocked) place above baroverhaul :3
BaroCraftables+ (Depth Charge)
por 76561198945217668
Allows Depth Charges to be removed and reinstalled. Unlike the original game, this addon makes Depth Charges recoverable, allowing players to remove and reinstall them instead of leaving them permanently in place.
livyatanmelvillei
por 76561199122798968
一个海盗扩展的小模组,内置6艘海盗船,分为中等难度任务(5艘船)和极高难度任务(1艘船)中等难度的海盗船随着难度越来越强,极高难度的海盗船保持不变,每艘船都有丰厚的奖励,甚至包括100%纯净度的基因。
门途径装备拓展
por 76561199653706276
自用模组,由于部分职业原因无法扎非凡特性于是做了这个模组。 需要前置模组:门途径 目前只做了一个打人随机加门途径的武器,后续可能做一个基因和另外一把蜘蛛特攻武器 第一次做模组,第二天琢磨xml,不喜勿喷。
Typhon2 Plus
por 76561198271640644
Typhon2 Plus This submarine is the Typhon2 with modifications for a smoother gameplay. The general idea is to tackle small annoyances and some of those "I wish I could"-ideas like handling spikes in power consumption, being able to see the radar quickly from weapons, closing airlocks automatically with a delay and many more. This submarine has been mostly tested in the submarine editor, and we have just started using this ship. So if you have any feedback or ideas, let me know! Enjoy the trip! 1st floor (Top) - Close airlock external door automatically after 7s - Airlock lights are connected to external door to show it is open - Added charging docks near each airlock 2nd floor - Added hospital bed in medbay room - Increased medical fabricating and research speed to 20x - Added research station + large steel cabinet next to medbay room - Added diving suit locker + oxygen tank shelf for the security officer - Changed railgun to double coilgun - Added double coilgun by default for the periscope that was not connected in base game - Added status monitor for quick access of radar for security officer - Replaced railgun shell rack with more ammunition shelfs - Increased ladder length, for better accessibility 3rd floor - Replaced medium steel cabinet with large steel cabinet in engine room - Deconstructor is linked with large steel cabins from 1st floor and 5th floor (usually used as inboxes) - Increased fabricating + deconstructing speed 20.0 - Added door to dormitory - Replaced medium steel cabinets with 4 supplier cabinets - Increased amount of battery from 2 > 6 (also moved from reactor room to electricity room) - Added more junction boxes to support more devices - Added more large steel cabinets - Changed floor to command room to a solid wall for better compartmentalization to slow down the sinking - Added additional door for better compartmentalization to slow down the sinking 4th floor - Added circuit box for automatic reactor - To make use of this, set reactor to manual and pull the lever to the bottom right of it. - Source: Conserp - Added another large steel cabinet - Added additional fire extinguisher (just in case) - Added 3 more diving suit lockers + oxygen tank shelfs. - 2 in case ballast flora invades - 1 for captain, in case of leakage at the front side as the other diving suit locations are far away. - Move periscopes next to the captain for quicker access - Connected the airlock light - Added hospital bed (so that the captain can lay chill while navigating, and also heal themselves for any reason) 5th floor (bottom) - Added airlock entrance - Includes automatic closing after 7s. - This was previously the docking port. I have tried combining the hatch and docking port, but the logic surrounding the docking and undocking was messing with the automatic closing logic. So to save some headaches and niche issues that might occur, I have split them. - Moved docking port - Added charging docks Modded content Features There are some links that allow cabinets to be accessed but require mods. I made separate mods to do so, in case of conflicting mods. The submarine still works without those mods. The features are: - Linked research station with large steel cabinet next to it - Linked reactor with large steel cabinets - Linked the 4 supplies cabinets in bedroom with all the large steel cabinets, to create a storage hub. - Linked ammunition shelves with the ammo loaders. - When opening an ammunition shelf, you have access to all the ammunition shelves and ammo loaders. - When opening an ammo loader, you have acces to all the ammunition shelves. I have deliberately excluded the other ammo loaders, to prevent accidentally changing the wrong one. - Linked large steel cabinets next to each other with each other. Tips When using the mods, especially the Linkable Storage mod, use the function "Lock Position" (Gear icon top left whenever you interact with an item with an interface like a cabinet) (will add picture later). This can help organizing the many windows that you see. This does require some setup time therefore when you use this especially the ammunition shelves and the loader bases connections. Mod Links The required mods can be found below, they are independent from each other: Linkable Storage Linkable Reactor Linkable Research Station Or if you don't mind having them all, you can subscribe to the whole package: Linkable Items
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