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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.
Holy Hand Grenade
por 76561198162870567
Stronger Frag because fuck you and everyone near you
Deep Blue
por 76561198161417074
A sub made for some friends and I for a modded campaign Recommended crew of 4~9 Uses EK Armory, EK Gunnery, EK Utilities, and EK Dockyard Includes: - A captain's chair that can be used to drive the ship - A large amount of storage - A well stocked Medical room - A brig - Two fabricators - 2 coil-guns - 1 Rail-gun - 1 rotary chain gun - 1 Aux light chain gun (to keep stuff out of the airlock) - 1 Heavy Hard-point - 1 Depth charge launcher - An automated reactor (I used this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2447608276 ) - A "smart" airlock
I-401
por 76561198256223331
Пробная модернизация работы PROект I-400, имеет более мощный двигатель, провода аккуратно скомпанованы по кабельным коробкам, произведена замена глубинных бомб на дополнительное магнитное орудие, добавлен дополнительный слой брони над орудийной комнатой и складом боеприпасов, также добавлен мощный насос в реакторную.
NSV Icarus
por 76561198077215622
NSV Icarus is Scout Vessel made by NanoTrasen and hijacked by local Syndicate node. This ship have decent horizontal speed, but requires coordination between helm and engineering to achieve best descent and ascent speed.
Lucky Luke Stuka 1.1_Wrecked
por 76561198006663072
Attack submarine assembled on blueprints of a World War 2 dive bomber Ju-87 Stuka. The sub is build for MP and can cope with any mission the crew will come uppon. Low (efficient) reactor output can't handle all sistems at once so the captain has to divert power to sistems when needed. Sub has a range of build in special systems. There are no resources on the sub so you have to mine outside. How to operate sub: https://youtu.be/EJJTIy7Qm_k ---Come visit me on Twitch: LuckyLuke980. ENJOY THE SUB!
Indra R28b
por 76561198865678200
Initially, the R-28 "Indra" couldn't compete with the larger subs with larger cargo capacities and was not put into mass production, however, the growing number of armed clashes roused the need for battle ready, compact submarines, giving the Indra superiority among the ice of Europe. The R-28b is a modified Indra with a higher cargo capacity, a rear airlock with exterior diving gear, a brig, and a medical fabricator. Original made by rav2n. For questions contact in discord rav2n#81 R28-28b made by nmilo2865. Ask rav2n how it works I have no idea
[SF] Ashura
por 76561198291015836
Асура - это хорошо вооружённая глубоководная подлодка, снабженная челноком класса Шиноби. Судно оснащено новейшими орудиями, одно из которых размещено внутри обширной балластной камеры для зачистки незванных гостей. Сделал на версии v.0.14.6.0 Используются предметы из ЕК модов! Лодка рабочая, можно играть в кампании (боты могут где-то застревать). Реактор питает одну коробку, от которой идёт дальше вся схема. Три батареи заряжаются, но от них ничего не питается (кроме насоса у реактора и стыковочного порта челнока) и они никуда не подключены (вам придётся как-то это сделать самим, я, может быть, потом обновлю лодку, подключив батареи к чему-нибудь... P.S. Я подключил батареи к коробкам. Ashura - highly armed deep-diver, provided with Shinobi shuttle. The vessel equiped with newest guns, one of which is located in spacious ballast room for protecting from unwelcomed guests. Made on v.0.14.6.0 Contains EK modifications! The submarine is ready for campaign (AI still has a chance to stuck somewhere). Reactor charges one cable box which charges other boxes. There are three recharging batteries, but they are not attached to anything (exept pump in reactor's room and shuttle's docking port) you have to connect them to something by yourself. Maybe i will make an update where i will connect them to something.... P.S. I've connected batteries to cable boxes.
SCS Spice Runner Mk3A
por 76561198079316762
The SCS Spice Runner is a smugglers dream. This baby can do the Cold Caverns run in 90 parsecs. Features - Automatic reactor controller - Coilgun switch - It is fast as fuck - Custom flood control The Spice Runner is an older run down transport submarine that lacks a lot of the features you may find on more expensice submarines. What it lacks in age it makes up for in retrofittted reactor, doors, and ducts in order to tran and ease the burden of a hull breach and allow the crew to escape danger in it's large engine. Manual Control Recommended.
Sting Ray
por 76561198057673137
The Brotherhood Stingray is an upgraded version of the Dugong MK 1 built by radical brotherhood extremists, with two engines, seven main machine gun arrays, five depth charge tubes, five electrical discharge coils, two Rail Guns, two missile launchers, four front torpedo tubes, one rear ''Ass'' torpedo tube, one top ''dorsal'' torpedo tube, security cameras in every room, a well stocked armoury, medical bay, and even a Limpet Drone, but no Lamprey shuttle. Updated to have ''permission'' based docking hatches. Pirate subs and friendly subs alike must have ''permission'' to dock or the docking hatches will not open. Forced docking is functional but once docked they will find the doors closed and will have to crow bar them open, giving the defending crew more time to prepare. Toggle Top and Bottom docking hatches now included at the navigation terminal to allow docked vessels crews to enter. Both the Lamprey shuttle and the host Sting Ray must toggle top and bottom hatches to properly join. Hatches start the round toggled and must be un toggled should the need arise. Be sure to un toggle bottom docking hatches before joining to a station to prevent your shuttles from being dropped into the abyss. Updated junction boxes to distributor junctions to facilitate the removal of power based relays for multiplayer performance reasons. Reduced the number of items spawned for multiplayer performance reasons. Now updated with a Prison Cell, with 2 different execution methods of drowning or immolation, simply push the desired lever when prisoners are inside the room. Or optionally allow them to live and gain money from prisoner missions. The Prisoners Cell door has special permissions, only the captain may open it, and with no pumps or infrastructure of any kind there is no need to ever go into that room, in the case of a flood simply open the emergency valve to allow pumps in other rooms to take the extra water without freeing prisoners. Be sure to fix leaks from out side, or the prisoners will stab you to death. Now updated with enhanced nuclear reactor control circuits to ease the pain of surges and melt downs. Now updated with anti ballast flora counter measures located in reactor operations, In the event of ballast flora infestation use the first set of levers to disable power to the main ballast pumps #1 or #2, use the second set of levers to activate the emergency ballast tank pumps #3 or #4 to drain the water out rendering the ballast tank flora more vulnerable, then use the buttons to activate the incinerators or optionally engage the ballast flora in glorious medium range combat using flame throwers or incendiary grenades in the name of kane, for you will be remembered. Now updated with Long Range Radio Transceivers to allow for long range text based communication in the event that contact to the shuttle or host sub is lost due to distance, or optionally use it to communicate in secret with your fellow terrorists and traitors without letting every body hear you and your plans. Skaven strong yes yes. Update: Fixed latency issues decreasing the motion detectors update rates, deleted items causing errors, such as swords, some types of guns, and some types of ammunition (EK Armory Issues) Fixed Prison cell issues, all prison cell commands are located on a special terminal now. fixed loot. too much loot too much lag. deleted all items from the sub and re worked the item spawns from scratch, you should now have more issues surviving longer term lets plays. fixed issues to due with windows. you can now close special blast doors using the emergency blast doors lever to close the exterior windows, this will not stop the water from coming in through broken glass but it should stop the monsters til they damage the blast doors enough. fixed an issue to due with the secondary operators chair causing issues. the secondary operators chair now has dominion over depth charges, while the primary operators chair holds dominion over movement and torpedoes. use 2 players at the command room chairs for optimal combat. fixed an issue with the one of the depth charge delay components being too long, causing a volley of 5 depth charges to appear as only 4 depth charges, with the 5th one delayed by up to 4 minutes, causing surprise jump scare explosions at inappropriate times, to do with the delay components duration number being too high for some reason. added an array of proximity sensors around the exterior of the ship, connected to lights on a light panel in the command center, using a screen players can quickly locate hostiles out side the ship by looking for the corresponding lights on the light board to reveal motions of creatures thus their location, without the need for active sonar, or access to the navigation terminal. fixed an issue with the proximity sensors array causing latency issues, by increasing the motion sensor search interval time from 0.1 seconds to 2 seconds, greatly improving performance. Increased the motion sensor search interval time from 0.1 seconds to 2.5 seconds for interior doors. Increased the speed specific doors open or close, to test different scenarios to see what settings are preferred or not preferred, some doors are slow, and some doors are fast. Leave comments for doors you dont like. mass deleted every single loot item and placed virtually all of them back to discover which mod items cause problems in the sub for latency and hard code errors, deleted the ek-armory assault rifels, hand cannons, and various different rail gun shells, deleted the ek utility cargo mule scooter, and the automated combat droids. deleted the backpacks of the old out dated back pack mod. deleted various medicines items and replaced them from scratch, discovering errors to due with calayxanide affected by an unknown mod from the server previously. Credits to Captain Eric for the 6/24 camera security camera system item assembly Credits to Danamo for the enhanced nuclear reactor item assembly Credits to Fox for the Long Range Radio item assembly Credits to Bad German for the anti ballast flora pump manual over-ride item assembly Credits to Arti Strelkov for the ''Auto Advanced Door "Gvinevra" '' interior motion sensor auto door item assembly https://steamcommunity.com/sharedfiles/filedetails/?id=2080156218 https://steamcommunity.com/sharedfiles/filedetails/?id=2524513460 https://steamcommunity.com/sharedfiles/filedetails/?id=2485006127 https://steamcommunity.com/sharedfiles/filedetails/?id=2385813428 https://steamcommunity.com/sharedfiles/filedetails/?id=2501434934 Credits to VideoGames for the EK Dockyard, EK Armory, EK Gunnery, and EK Utility mods https://steamcommunity.com/sharedfiles/filedetails/?id=2390137099 https://steamcommunity.com/sharedfiles/filedetails/?id=1769403760 https://steamcommunity.com/sharedfiles/filedetails/?id=2390126010 https://steamcommunity.com/sharedfiles/filedetails/?id=1946765892 Due to compatibility issues I have swapped the submarines file packages around: Credits to Jon Fuklaw https://steamcommunity.com/sharedfiles/filedetails/?id=2954237072 Added a kitchen for needs compatibility and removed broken mod items. The kitchen can now allow role playing servers to thrive by using the appliances provided by the Needs team to eat and drink. Added a toilet for filthy europans compatibility Added a pair of boom boxes as well as a collection of music tapes for auditory bliss such as house of the rising sun and hurt Added a new re worked drone the Limpet. The Limpet should now fully function as intended. Use 2 players to control the Limpet properly. One pilots one commands the depth charges. Comes equipped with the ability to cave dive as well as racks for looting. Added a more equipped medical room for neurotrama compatibility Added numerous major changes should now be functional for the newest patch.
Alfa Class Sub Mod. 2
por 76561198119710145
An earth era sub with signifigant modifications, the Alfa Class is an old Soviet Sub in new waters. With modifications for even deeper waters, the lightly armed, specialist design allows for high speeds. Not for the faint of heart, the Alfa is a beast that must be tamed.
T-2 Alvin
por 76561198318673724
A Coalition Boarding Shuttle, originally used for quick strike team operations against the Jovian separatists submarines, its designers were much more concerned about the shuttles defensive and speed capabilites then any long range ventures, as such one of its biggest drawbacks is its short travel range. Hey, if you like my creations and: want some sub advice, to goof around, or just in general have a chill and enjoyable time id love it if you could check out our Discord where we do just that!!!: https://discord.gg/N7QjD6vmvG
N.S. Fortitude DevType
por 76561198860618255
Testing out a larger ship and tram design.
Firestarter Circuit
por 76561198034284916
A circuit that starts fires with a short delay by frying a junction box with no fire resistance. Presently does not have upgrades disabled, which means that crews might be able to neutralize the threat.
The Weasel
por 76561198023350018
THIS VERSION IS OUTDATED THE WEASEL MK3 IS AVAILABLE HERE https://steamcommunity.com/sharedfiles/filedetails/?id=2672045133 The Weasel is a medium sized sub capable of handling most situations. It carries manufacturing and medical facilities, with a large amount of storage spaces for raw materials and other gear. The sub is armed with four coilguns and two railguns, as well as a depth charge launcher loaded with decoys. The sub has been designed to be suitable for servers running missions with traitors, with many loose vents and panels, places to stash contraband, windowless doors in most areas, and editable wiring. The submarine is suitable for both single missions with traitors, or for use in a campaign. A crew of 5-12 is recommended, but the sub can be handled by 3 experienced players. Sub Features - Manufacturing and medical facilities, with a large amount of storage space - Well stocked armoury with a brig for locking up trouble makers - Four coilguns - Two railguns - Depth charge launcher with decoys - Four external cameras with searchlights (controlled using periscope next to the navigation console. Left click to cycle through cameras) - Button to turns outside lights on and off (button next to navigation console) - Button to close all doors and hatches on the submarine (button next to navigation console) - Automatic drainage into ballast (toggled using button on navigation console (off by default)) - Emergency ballast pump control for drainage, powered by emergency batteries. Disables Y-axis control and sets ballasts pumps to pump out at 100% speed (toggled using button on navigation console (off by default)) -Automatic electrical overvoltage protection. Disconnects reactor when voltage (reactor output divided by grid load) reaches 1.9. Reconnects reactor when reactor output returns to 5000kw (system works automatically) - Cargo compartment with a pump for thermal artifacts (pump operated by two buttons outside the room. One button turns the pump on and off, the other toggles pumping in and pumping out)
Type VIIE
por 76561198022253657
RU Глубокая модернизация немецкой субмарины Type VII времён 2 Мировой для использования в суровых водах Европы. Корпус взят из модификации пользователя HitTheMan (https://steamcommunity.com/sharedfiles/filedetails/?id=2126187141) Автор оригинальной лодки Weeng (https://undertowgames.com/forum/viewtopic.php?t=7615) ENG Deep modernization of the German Type VII submarine of World War II for use in the harsh waters of Europe. Hull is taken from a modification of the user HitTheMan (https://steamcommunity.com/sharedfiles/filedetails/?id=2126187141) Credits goes to the original Type VII (https://undertowgames.com/forum/viewtopic.php?t=7615)
Modified Wi-Fi module
por 76561198405222034
Modified Wi-Fi module with the addition of a set_range contact, as well as an advanced sonar model (requires the included "Modified Wi-Fi" mod to work). The operating range is 9000 meters with an accuracy of 1 meter and the ability to determine the speed. Algorithm for working with sonar: 1) Setting the maximum range. Select the "operating mode" "range", then decrease the "range to the target" towards negative values after overcoming 0 value, the counter will acquire the highest value ~ 9000. (The sonar range is artificially limited.) 2) Search for the operating frequency of an enemy submarine. We go through the value of the "emitter / receiver channel" until the light indication (a circle of 17 lamps) starts blinking. Note: The "emitter / receiver channel" must be different from the "reflector channel". When they equalize, the submarine interferes not only with itself but also with the enemy submarine. Operation of all sonars at this frequency becomes impossible. 3) Determination of range. "Ranging" is done in different ways depending on the combination of parameters of the selected instruments, such as: - frequency (how often the signal is sent, including in the "speed" mode) - search step (distance in meters covered by one signal) - operating mode ("range" and "speed", in speed mode the range changes automatically) The external circuit of the light indication (a circle of 12 lamps) is responsible for detecting targets 10 meters away from the central lamp (sensor diameter 20 meters), the internal circuit of the lamps (a circle of 6 lamps) is equidistant from the central lamp by 1 meter. 4) Determination of the speed of approach / removal with the target. After determining the range to the target in the "range" mode, we turn on the "speed" mode with the "frequency" parameter equal to 1. If the light indication increases the number of active lamps, it means that the target is approaching - we reduce the "search step", if the number of active lamps decreases, then it occurs distance from the target - we increase the "search step" until we achieve an equilibrium state of the indication. The value of "search step" at "frequency" equal to 1 will be the approach speed in meters per second. The signal receiver antenna must be located in the geometric center of the submarine. You cannot change the position of the receiver antenna elements. Receiver antenna scaling is possible. The reflector antenna must be placed in the geometric center of the submarine. The maximum range for determining the range is 9000 meters. The signal emitter antenna must be located in the geometric center of the submarine. All sonar elements (except for controls) are non-interactive and hidden in the game. It is possible to install sonars on an unlimited number of submarines and shuttles in one mission. To locate an object on the map (for example, the revival shuttle) from any sonar, it is enough to have a reflector antenna and associated parts on the object.
Sonar "crucian". Simple sonar for the vanilla version of the game that does not require mods.
por 76561198405222034
Simple sonar for the vanilla version of the game that does not require mods. The working range is 1500 meters with an accuracy of 25 meters. Algorithm for working with sonar: 1) Setting the maximum range. We select the "search mode", the detection range will reach 6000 meters. 2) Search for the operating frequency of an enemy submarine. We go through the value of the "emitter / receiver channel" until the light indication (a circle of 17 lamps) starts blinking. Note: The "emitter / receiver channel" must be different from the "reflector channel". When they equalize, the submarine interferes not only with itself but also with the enemy submarine. Operation of all sonars at this frequency becomes impossible. 3) Determination of range. In the "operating mode" "range" we increase / decrease the range until the light indication starts to work. Increasing / decreasing the range occurs in increments of 100 meters. The outer circuit of the light indication (a circle of 12 lamps) is responsible for detecting targets that are 50 meters away from the central lamp (sensor diameter 100 meters), the inner circuit of the lamps (a circle of 6 lamps) is equidistant from the central lamp at 25 meters. The signal receiver antenna must be located in the geometric center of the submarine. You cannot change the position of the receiver antenna elements. Receiver antenna scaling is possible. (When scaling the receiver antenna, zones will be formed with a low range accuracy, with an error of more than 25 meters) The reflector antenna must be placed in the geometric center of the submarine. The position of the reflector antenna elements cannot be changed. The maximum range for determining the range is 1500 meters. The signal emitter antenna must be located in the geometric center of the submarine. All sonar elements (except for controls) are non-interactive and hidden in the game. It is possible to install sonars on an unlimited number of submarines and shuttles in one mission. To locate an object on the map (for example, the revival shuttle) from any sonar, it is enough to have a reflector antenna and associated parts on the object.
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