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Mods et plugins pour Barotrauma
Ce catalogue répertorie 82 000+ projets Barotrauma provenant de Steam Workshop. Les entrées peuvent être côté serveur, côté client ou requises des deux côtés, et inclure des cartes ou d’autres contenus créés par les utilisateurs. Avant l’installation, vérifiez la page source liée, la version du jeu et les dépendances.
Abyssal Warsuit
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Yup. You guessed it. Not a replacer "Fear not the creatures of the abyss, for they also can bleed" UnderEuropanSeaMarineCorps Europa changed: Deep caves, multiple outpost have lost coms, nightmarish roars from the depths. Adapt or die, this is how life goes. And this we did, the Coalition has developed their own line of combat suits and even started looking at MarineCorps as corrupt and traitorous. I've heard the stories of their dictatorship... just... Regardless, captain. This transmission holds the blueprints for a new, upgraded version of the Warsuit... can you imagine I can't call it Abyss anymore??? Outrageous. But, it's either adapt or die, this is how life goes. So captain, have you made your choice? Contents: - An endgame combat suits which grants full pressure protection, along side high tier defenses. Consumes energy out of custom made B-Rods (also known as battery rods). Can toggle lights on or off, turning on consumes more energy. The suit can be crafted whole, or divided in two pieces: Body armor and helmet. You must wear them both to have the pressure protection, also the helmet has intelligent oxygen depletion, which means it will only deplete oxygen when you are in a non oxygenated environment. - Battery rods, the heart of your suit. There are 5 variants: 1 is the basic rod with no special bonuses, the other 4 are upgrades of said rod which can increase your speed, defenses, anti-psychosis, and anti-paralysis resistances. - Helmet containers. Keep your suit's helmet on this place-able container. (Can be wired to charge the oxygen of your helmet's tank) - Custom icons for everything What changed from the previous update?: - Reworked energy rods! Instead of all being a linear upgrade, they now provide unique bonuses one from the other. Plan your strategy and select the desired rod respectively, or simple choose the one that fits your own playstyle! - Re-balanced suit, although it is still better than any other vanilla suit, it is now much less durable, making you closer to a grunt (If you ever miss the tankyness of the previous version, you could always try a T.I.T.A.N. Warsuit unit) - The full suit is now craftable from the get go! Simply get all the composts at a fabricator, a couple of steel, one rubber, and get crafting! - Translations are now possible. - Reduced the amount of energy used and normalized it across the board. - Lots of tweaks and fixes! (Check the change log for details) How do I craft it?: - Get one of each suit (regular diving, combat, and abyss). And turn them into compost in the fabricator - If you are looking for the full suit version, use said composts for the recipe, if not then: - Deconstruct your compost to receive the needed materials. Each compost grants one material for the suit and for the helmet - Fabricate the suit and helmet using those materials at the fabricator - You can always switch between full suit and pieces by deconstructing a full suit, or in the fabricator combining both pieces. Energy usage reworked! *Light consumes it's own resource 'lantern' energy, represented by the suit's condition. *When the suit is powering and recharging lights it uses 0.05/s energy from a battery rod *When the suit is in the water it uses 0.1/s energy from a battery rod to power the pressurizer *Passively, the suit consumes 0.05/s energy from a battery rod to power basic systems *Helmet uses redundant energy, which means it consumes nothing from the rod nor the suit (For the non-Full suit version only). *Total energy consumed when all the systems are active is 0.2/s (for comparison, a diving mask consumes 0.5/s oxygen) *Full suit version can't separate helmet light from arm light, meaning both will have to be toggled using the box (as far as I know, this is a technical issue I haven't been able to work around) *PD: Lights are not automatically turned off when they run out of power. Be mindful of this and turn them off yourself or your suit will deplete energy without any payoff. Micromanagement of the suit is key for its effective usage *WARNING: Battery rods now power the pressurizer, if you run out of power while in the water, you will be crushed in seconds. Keep your rods handy at all times. If this becomes annoying I'll change it. T.I.T.A.N. vs A.B.Y.S.S. which one's better?: The Abyss is much better as a modular purpose warsuit, granting good protections that not even the (vanilla)abyssal diving suit provides, however the Titan double downs on these defenses and grants a much higher bleed resistance. In comparison, a Charybdis will still make you bleed to death while wearing an abyss while the titan will protect you from it. The Titan can only be charged from it's dock however, making it much more of a 'ultimate' kind of resource. Not to mention, while on ground the Titan slows down your movement Now with Polish translation! Thanks to Kaofan . Go check them out! And a Russian translation made by iErr0r32 . Thank you very much, it is appreciated. Something you want to share? Curious on what I'm currently doing? Join my workshop's discord and share your thoughts!Still a wip discord server, not much to do other than getting news about my mods
Complete Global Darkness Reboot
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A very simple LuaCs mod that enforce a complete global darkness by removing ambient light from the game (example : Wreck's hull ambient light) making the use of flashlight and torch mandatory to explore the undersea. Client-side Lua installation required. This is an improved fork of LeDoux's Complete Global Darkness. Items are not highlighted. Massive credits to Lua For Barotrauma for providing the tools to do this and the C# russian guide by Nupaska. Due to received requests, Complete Global Darkness Reboot Item Highlighting .
THG Armory - 'Vanilla' Ammo Pack
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!!!HIGHLY RECCOMENDED, BUT NOT REQUIRED WEAPON MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=2966487783!!! I've been personally largely disappointed by the weapons mods available on workshop, for their various inclusions of random overhaul elements, or attempts to entirely overhaul the balance of weapons in vanilla as a whole. I've wanted more vanilla styled and balanced weapons, but have found myself largely wanting. This is my attempt to rectify that. The THG-Armory 'Vanilla' Ammo Pack adds many new ammo items, each stylized and approximately balanced with largely existing vanilla weapon's stats in mind. The aim of these additions is to expand upon the utility of and make each existing ammo type both more prevalent, as well as increase the general prevalence of ammunition in colony markets and those which are craftable by the player crew by default. THE RUNDOWN: Target Shotgun Shell Considerably shorter than a standard buckshot shell, the Target Shell uses a lighter load and fires fewer pellets, thus doing less damage overall than a full buckshot shell. However, they can be stacked up to 24 owing to their small size, and are easier to both craft as well as find and purchase in colony markets. Flechette Shotgun Shell Fires fewer pellets than a standard buckshot shell which individually deal less damage, though they have incredible penetration as well as inflict visceral bleeding wounds in a tighter spread than a normal buckshot round. The steel darts fired by this shell are great against armored targets as a result, but make the rounds a bit more expensive and rarer to find than usual. Shotgun Slug Shell Fires a single, large slug as opposed to a splattering of buckshot, dealing great concentrated damage, though with a notable degree of inherent accuracy regardless of what it's fired from. Also secondarily deals a notable amount of stun, potentially buying time for a reload or quick escape against lighter targets. Rifle A.P Round Deals slightly less damage than a standard rifle round with considerably less bleed, in exchange for unmatched armor penetration, barring heavy ordinance. These rounds are very expensive and uncommon to find in shops, and take a notable amount of material to craft as well, but can punch through all but the absolute thickest of shells or armor. Rifle Surplus Round Steel-cased, half-jacketed, Under-loaded. Deals slightly less damage than a standard rifle round with a slight degree of inherent inaccuracy, though they are easier to find and cheaper than normal rounds as a result, as well as cheaper and easier to craft. Revolver Rubber Round - Fires a single, hard rubber slug, dealing a notable amount of stun with a bit of blunt force trauma. Not quite as effective as a full rubber shotgun round, but it might buy some time for an escape or switch to more lethal ammunition. Revolver +P+ Round - Considerably more powerful than a standard .38 round with improved penetration as a result, though these rounds are expensive, and slightly inaccurate due to the overpressurization of the - relatively - light bullet. Revolver Snakeshot Round - Originally designed for pest control on Terra, these rounds are wildly underpowered compared to most the Flora on Europa, but can still take down fleshy targets with a bit of peppering. Fires a massive spattering of shot in a large arc, but each pellet deals a minute amount of damage, save for a notable amount of stacking bleed. Revolver Softpoint Round - Slightly less powerful than standard revolver rounds and a poorer penetrator, but cheaper and easier to source as a result. Handcannon "Short" Round - Slightly less powerful than a standard Handcannon round, but that's not saying a whole lot. As a result, however, it is slightly easier to source, but not all that much cheaper. Handcannon +P+ Round - An absolutely monstrous loading of an already monstrous round, one of these fired through the right gun by the right person could probably drop a Veteran Mudraptor in its tracks. However, these rounds are prohibitively expensive and difficult to source as a result, as well as slightly inherently inaccurate. .45 +P+ Magazine - A short 15-round magazine marked with an orange band to indicate its high-pressure loading, these rounds are much more potent than your usual .45, boasting improved armor penetration and stopping power, but are quite expensive as a result, and they are only available in small magazine capacities due to their popularity in use in Autopistols (THG Armory - 'Vanilla' Weapon Pack) .45 Extended Magazine - An extended 31-round magazine, largely intended for use in submachine guns and other high rate-of-fire .45 caliber weaponry. They are made of a high-quality titanium alloy as opposed to cheap steel, making them notably more expensive and rarer to find on public markets, and they cannot be stacked. Compact Assault Rifle Magazine - A short, 10-round 6mm magazine, created largely out of compliance for Coalition law and regulation prohibiting larger variants from - legally - existing. These can, as a result, more often be found for sale on public markets, as opposed to 20 round variants which exist only on black markets. Expanded Assault Rifle Magazine A crude 30-round 6mm magazine, made from a compact magazine bound to a full-capacity magazine. Holds a lot of ammo, but is more difficult to store in bulk. Surplus Assault Rifle Magazine A cheap stamped metal 6mm magazine, holding 25 rounds of phosphorus-based munitions. Less effective against armor and inherently innacurate, but cheap to produce. 40mm Buckshot Essentially a massive shotgun shell, firing a huge spread of low-damage pellets. Devastating in close quarters or against soft targets. 40mm Slug A golf-ball sized solid lead slug, great for smashing through armored targets and popping heads like watermelons, but lacks any boom-boom. 40mm Incendiary A 40mm grenade filled with incendiary material, a favorite among captains for removing invasive ballast flora from a safe distance.
Stack Size 62x Lua
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Thanks to Gingerguy(id/somegingerguy) for coming up with the original mod, and EvilFactory(id/evilfactory) for making this possible. As with the original mod, disabling this mod or substituting it with any other bigger stack mod will not lead to loss of resources. This mod checks the max stack size of every item in every mod and changes it when the session loads. Should be compatible with every single mod and save. Why only 62x and not 64? Because this game is stupid and the max stack size is 63x and that would look dumb. 16x version: https://steamcommunity.com/sharedfiles/filedetails/?id=2916504857 32x version: https://steamcommunity.com/sharedfiles/filedetails/?id=2916504753
SIN Beacon Stations [New Update!]
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-Another mod that tries to add unique designs of beacon stations. -All beacons are balanced with items, and you won't actually find too much stuff on them, only if you look enough. -All beacons are made within the same limit counts as vanilla beacons
Gargantuan Leviathan
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This mod adds Gargantuan Leviathan from Subnautica, it can be spawned using "spawncharacter gargantuanleviathanjuvenile cursor", found in the abyss or hunting mission (still the abyss) IT IS NOT COMPATIBLE WITH BAROTRAUMATIC, USE MY PATCH: https://steamcommunity.com/sharedfiles/filedetails/?id=3342462027 Its abilities: Regenereation: The gargantuan leviathan can regenerate its wounds within a matter of seconds. This is partially because of its high metabolism. Near-invulnerability: The Gargantuan Leviathan is immune to most conventional attacks, thanks to its sheer size and resilient hide. Bio-electrical nature: It has several bio-electrical organs along its body that allow it generate electricity. Generated electricity can vary from small, but harmful zaps to powerful electromagnetic pulses. Powerful bite force: Its bite force is 706556.61412 psi. It can even destroy ruins. Its bite-force is 17 times stronger than that of the Megalodon, which had a bite of 40,000 psi. Enormous speed: Its top speed is around 50 miles per hour. Enhanced Endurance: It can tolerate severe amount of pressure, be it the depths of the ocean or oncoming attackers. Enhanced Stamina: The gargantuan leviathan possesses a near limitless amount of stamina and the creature is never really shown getting tired or exhausted after swimming for long durations of time. Enhanced strength: Records seem to suggest that it can drag prey that are roughly around its size or more. Anything smaller will crushed almost instantly. Shockwave roar: The gargantuan leviathans roar is extremely loud and causes a concussive hydrosonic wave which can inflict damage and force things back up to 150 meters. Enhanced combat: With all that has been mentioned above, the gargantuan leviathan can overpower nearly any other creature with ease. The Gargantuan Leviathan is likely powerful enough to destroy all life on the planet. Luckily, it has other methods of obtaining energy. Much like the End worms and Charibdys, it does not tolerate any creature entering its territory. Special thanks to Hipnox, Alan, N8crafter and others for original subnautica mod called "Return of The ancients"
BaroPlus (Open)
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Adds more things to expand the late game content of Barotrauma. As of 9/2/2022 this mod is now made Open, meaning all content within it, current and future, will be entirely open to any modification without need of permissions. This includes add-ons, edits, translations, entire uploads of custom versions, etc. Want to suggest something? Got a problem to report? Maybe just want to hangout? Check out the discord: https://discord.gg/RwW2jVdpqn If creatures in this mod are creating errors try any of the following 1. Make sure the mod is at the highest possible priority in the mod load order. 2. Delete the mod in the mods folder and resubscribe, then rerun and active the mod in game. 3. See the bug-report channel in the discord to get creature files to manually place them into your BaroPlus Mod folder. This mod reworks ruin generation and fractal guardian drops. These are overrides and are incompatible with other mods that override these values. Everything in this is going to be catered to retaining the overall aesthetic and art style of the game. How to expect to play this: The idea of this mod is to put more content in the late game of Barotrauma, this will be done by increasing the relevance of alien ruins and hopefully exploration overall by creating exclusive materials and crafting stations that will allow for the crafting of extremely powerful gear. This mod adds the following items: Craftable: - Combat Grenade Launcher - 6 shot grenade launcher - Antimaterial Rifle - 1 shot anti-tank like gun that can destroy hulls instantly - Assault Chaingun - Self explanatory - Assault Chaingun Magazine - The Complaint - Cheap laser pistol, dangerous for the target and the user - Jerry-rigged Battery Cell - Ammo for The Complaint - Nuclear Exo-Suit - Suit that increases your speed based on quality of fuel rod placed in it, Small protection and pressure resistance - Alien Exo-Suit - Improved Alien Nuclear Exo-Suit - Medical Nuclear Exo-Suit - Same as the normal exo-suit, but has auto injection and minor boosts to medicine - Cargo Exo-Suit - Same as the normal exo-suit, but can carry up to 2 metal crates. Has better resistance to blunt trauma and stuns. - Duffel Bag - improved toolbelt, 8 slots - Large Duffel Bag - 12 slots - Carryall Bag - 20 slots - Combat Exo-Rig - Improved body armor with a duffel bag attach, capable of carrying large guns like the Chaingun - Special Purpose Combat Helmet - Improved ballistic helmet with a diving mask and flashlight attached - Alien Special Purpose Combat Helmet - Improved Alien Special Purpose Combat Helmet - Special Purpose Medic Helmet - Improved ballistic helmet with a diving mask and flashlight attached, has status hud. - Precursor Fragment - material created from all alien materials combined - Precursor Energy Core - Ammo for the regicide, can be used and charged like a battery - Regicide - End game super laser cannon, extremely powerful and dangerous, takes 5 seconds to charge - Standard Pistol Magazine - Standard Issue - Basic battle rifle, not as good as the Assault Rifle, but easier to get - Standard Rifle Magazine - for the Standard Issue - Punchy - cheap melee weapon made from screwdrivers - Alien Singularity - Basically a bag of holding - Europanite - created from deconstructing alien machine scrap - Alien SMG/Shotgun/Revolver/Assault Rifle - upgrades of the base weapons built at the Alien Forge - Alien Phase Blade - Powerful retracting melee weapon - Avenger - Handheld coilgun, created from upgrading the chaingun at the alien forge - Dementonite Welding Tool - slightly better than the normal - Dementonite Plasma Cutter - slightly better than the normal - Boom Hammers - Big hammers that detonate on impact with a living creature. - Alien Translocation Altar - Acts as a craftable Alien Forge, made at the Alien Forge. - Plastic Bag - Acts as a small cheap storage container, but can also be used to asphyxiate people. - Condensed Materials - Most materials now have a condensed variant which can be bought or crafted, these are equal to 5 of the respective material. - Medpacks - Similar to condensed materials, but for a variety of medical materials all in one Divine Right - created by combining all Malachite Blades Demonite and Alien Scooters - progressively faster scooters Katana Saya - used for storing katanas, provides a weapons skill bonus as well. Frontier Justice - Cheap, but weak lever action rifle .45-70 Gov - Ammo for Frontier Justice Uncraftable: Europan Pocket Protector - Standard Pistol, sold everywhere Antimaterial Rifle Round - Rarely sold Waterlogged Radio - sold everywhere for 1 MK Myered Laptop - sold everywhere for 1 MK Rivers' Riffer - sold everywhere for 1 MK Hurt - Instrument found only in wrecks Alien Forge - What you will be using for all end game content Alien Machine Scrap - dropped from fractal guardians Malachite Blades - there is 5 colored version, all found rarely in alien ruins Alien Upgrade Kits - Found randomly, used in place of normal upgrade materials when making alien weaponry Katana - Simple melee weapon that is purchasable
AnimEuropa
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MAKE EUROPA FULL OF ANIME CHARACTERS I made a mod re-texturing all humans to anime style with using Better Humans by LurKer. Also thanks to EuropaWaifu+BetterHuman and ANIME SOUND! by Sharaj; I studied lots of things from the mod. I put some homages for games and characters I beloved: Girls frontline, Arknights, Library of luina, Metal gear solid, JoJo, Mabinogi, Corto Maltese, Persona, etc... 한국어 설명 Korean Description 친구한테 "엌ㅋㅋ 이래도 안 해?" 하려고 Better Humans를 기반으로 남성&여성 얼굴과 바로트라우마에 존재하는 거의 모든 옷 40쌍 80벌을 새로 그린 아니메유로파 모드입니다. (하지만 이래도 안 하더라고요) EuropaWaifu+BetterHuman and ANIME SOUND!에서도 여러가지를 배웠습니다. 따라서 이 모드 제작자분을 존경하는 의미로, 아니메유로파의 목소리 파일을 이 모드의 목소리 파일로 덮어쓸 수 있는 애드온(링크)이 있습니다. Why I made this mod Basically I really love vanilla art style and also love non-anime contents (I actually love sequential arts from all kind of countries, especially Belgium one and Korean one. 'Weeb' contents is just a part of it), but my friends felt awkward at realistic character doing ragdoll: Yes, it's the uncanny valley for them. They said if there's more simplified characters they can play this. I thought that their entry barrier can be solved as long as this game gives effective modding tool. And also there's no reason to block these kind of people to play this great game. For their accessibility - and my pure desire - I remade the full human sprites, focused on less harm on vanilla game experience; with less direct parody, less quality difference between male and female, designs partially based on original clothes, etc. Just because this seems like anime style I named this AnimEuropa. I already knew how English-speaking 'Gamers' badly hate anime contents (and I, as creator, can understand why they hate them), so I wanted another name which not contains 'anime' but I don't really have no better idea to introduce it without the word... and it's too late. This mod contains: - New human body and faces for both male and female - with long hairs - Wholly re-drawn 80 (male 40 & female 40) clothes - partially based on vanilla design - Some headgears and helmets - Addendum - another changeable body sprites and clothes in mod folder Addons based on this mod - +EWBHvoice (add anime sound from EWBH) - *Expired* +HeadAdjust+EWBHS (adjust head 110% bigger) Load order (Other human character data you want to override AS AnimEruopa) (Other items you want to override FROM AnimEuropa) AnimEuropa (Other items you want to override AS AnimEuropa) (Other human character data you want to override FROM AnimEruopa) Futrue plans - Addons for clothes, headgears, etc - Additional things when the game updates - especially crouch animation from unstable - And maybe, compatibility with popular mods I've slept 2 hours each day for 2 weeks to draw this bunch of sprites. So it hurts when I hear 'you must stop' or such. If you hate anime-themed things, just ignore this and be polite. Please, don't be rude in comments
Vengeance Mk. III
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Vengeance Mk. III If you're having stability issues with the Mk. III please use the Mk. II variant that is included. Also getting the mod Performance Fix can help too. https://steamcommunity.com/sharedfiles/filedetails/?id=2701251094 The Vengeance was built from the ground up for combat. State of the art and fresh out of the shipyard. She is well armed and has few blind spots. She features 5 Coil guns, 2 Rail guns, 2 Depthcharge launchers and a minisub. She also features a self-destruct system and a unique Brig that has an elaborate prisoner execution system for killing your AI crew or griefers in public games. The Brig can also function as an auxiliary ballast with its prisoner still locked inside. Now you can drag those guys down from the outpost that just tried to rob you and show them some Vengeance. Have fun. Role: Attack Price: 18,000 Mk Recommended Crew Size: 6-10 Vessel Strength: High Vessel Maintenance: Moderate Recommended Difficulty: High Recommended Crew Experience: Any (Having a experienced Captain is important to understand all the Vengeance systems.) Notable Features: - Low Power Mode for parked idling which only runs power to lights, ballast and key pumps. Low Power Mode Smart oxygen system that stays off unless oxygen levels are low. - Internal coil gun to deal with intruders. - Large grow room for plants. - Mineral scanners on gunnery sonar terminals. - Trash chute to remove junk items from the sub. - Medical Officers Office. - Brig with a function to execute prisoners. - Automatic drainage hatches. - Lock Down mode and blast doors. - Variable security locks on Armory, Engineering and Med bay. (READ the paragraph at the very bottom of this description for more details on this feature) - Self-destruct mode that has a settable password. - Shuttle that can be controlled form 3 different points. - Cameras in key areas that can be viewed from the Bridge, Armory and through lockable access in the Medical Office. - Spot Lights - All items bought at outposts, their boxes will spawn in the Armory. - Lounge and Crew Quarters - Custom IDs in the safe in the Captain's crew quarters. The Green ID grants Captain Level access and the Red ID grants access to EVERYTHING but Captain access. Blue ID is for a Chief Medical officer. It gives access to the medical office and access to everything in the Medbay while being a lower access level than Green or Red ID. - Almost all buttons in the Vengeance have a description. Hover your cursor over the buttons to see the pop up to tell you what it does (Some mods can break this feature. Sounds of Europa is known to do this). Variant Specifications: Vengeance Mk. III Includes a crew quarters and shuttle. Vengeance Mk. II Brought this back for more stability. The Mk. II is equal to the Mk. IIIn in security and balance. Mk. II is much easier on weak machines than the Mk. III. The shuttle and the deck that the Mk. III added are deleted resulting in far less objects. (Mk. IIIn and IIIcn temporally removed) Additional Information: - In the safe in the Bridge there are 3 logs that will give detailed info on the functionality of all systems in the Vengeance. - The Vengeance Mk. III was designed for public games rather than solo play which is why the standard version of the Vengeance is on the OP side of things. - The Vengeance has a lock down mode over critical compartments such as Med bay, Armory, Engineering, etc. The blast doors start in an open state at the start of a match. If for some reason they are closed, the Captain must open them from the Bridge or the person in the room must open it. If a flashing blue light is over the Blast door, that means that lock down mode is engaged and room control is disabled. The only way they can be opened under lock down mode is by the Captain from the Bridge or with a plasma cutter. Crowbars do not work on the high security doors. - The variable locking system works injunction with the Red IDs in the Captain's safe in the Captain's quarters. On the Armory, Medbay and Engineering doors you will see a few buttons. A normal looking button that has a red or green light, and a blue button. The normal button with red or green light is general access. If the light on that button is red that means that only the blue button above will work and that blue button is keyed ONLY to the Captain/Green ID and Red ID cards. This is great for public games for locking greifer Security guards out of the Armory or the Medbay. On the Medbay, the Blue button is keyed to Captain, Red ID, Blue ID and Medics. On the Blue button for the Engineering door, it is keyed to Captain, Red ID and Engineers. The blue button on the Armory is keyed only to the Captain and the Red ID. All of these locks are engaged from the Bridge. Other subs I have created: https://steamcommunity.com/sharedfiles/filedetails/?id=2202625304
Ancient Genes (More Genes)
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This mod adds several new genes types: Ancient Genes, Thalamus Genes, Cyborg Genes and Gorgon Genes! How to get it They could be identified from Strange Unidentified Genetic Material and could be combined with any other genes. Strange Unidentified Genetic Material could be bought at City/Research Outpost or found at Wrecks and Ruins. Effects Genes Effects Ancient Genes When taking damage, applying 2-10% of COMBAT STIMULANT, PRESSURE STABILIZED and SLOW METABOLISM. Dragging characters at full speed. Thalamus Genes When in water, healing 2-5 burns, bleeding and bloodloss every 10s, gainging resistance to poison and oxygen consumption. Becoming neutral for Thalamus. Gain talent: Secretion. Cyborg Genes Gaining the ability to tinker(overclock) devices using wrenches, Tinkering effects are increased by 10-50%, obtaining 2000-4000 meters water pressure protection while also unlocking a powerful shock attack to stun nearby enemies. (press R, 8s cooldown, stun nearby creatures for 4s and speed up by 45% for 4s). Tinkering boosts devices but also damages them: Pump: Increases pumping rate by 400%. Engine: Increases torque by 150%. Fabricator/Deconstructor: Increases operating speed by 250%. Loader: Enhances connected turret fire rate and damage by 20%, while reducing power consumption by 20%. Become vulnerable to EMP effects. Gain talent: Enlightenment. Gorgon Genes Movement and Attack Speed increasing by 5-25%. Gain talent: Gaze. Talents and Equipments Talents Effects Secretion: You gain the ability of the Thalamus to generate defense cells. When being attacked, spawning 1 Leucocyte and 2 Terminal Cell, 4 seconds CD. Leukocytes and Terminal Cells exist for 12 seconds, after which they disappear. Enlightenment: As long as you are equipped with full set of Cyborg Modules, you gain Cyborg REVolution. Cyborg REVolution grants you: +25% skill points, +25% maximum vitality, Protection against the water pressure, up to 10000 meters. Unlock recipes: Cyborg Head Module:R1, Cyborg Body Module:CG-I Gaze: All your attacks apply an additional 14 Petrify. The effect is halved against medium-sized monsters, and has minimal impact on large monsters and abyssal creatures. Petrification: When the target’s Petrify reaches 100, they become petrified, unable to move or react, and receive +15% physical damage. This lasts for 6 seconds. Predation: When you kill a hostile creature, gain Marks equal to 25% of its maximum health. Equipments Cyborg Head Module:R1 Cyborg Body Module:CG-I Has internal oxygenite device that supplies oxygen, no external oxygen supply is required, and it has built-in thermal imaging mode and medical scanning mode. Multiple damage reduction and resistances. Greatly increase the swimming speed, can withstand deep water pressure up to 6400 meters, and has a built-in sonar system and medium cargo capacity. Multiple damage reduction and resistances. Compatibility This mod does not override any vanilla content, it only adds independent content, so it's most likely compatible with any other mod, If you find any issue, please leave a comment. Also, it's safe to add or remove MID-CAMPAIGN / EXISTING SAVES. What I might do I tried to make Thalamus genes act like husk symbiosis, making Thalamus wreck neutral to player, but I could not find a way to rewrite Thalamus AI to make it ignore players with thalamus genes, maybe in the future I would complete this feature. (Implemented!) I might keep updating and adding more genes in the future, I hope you enjoy this mod! Credits to bnuylover999 for the art design of cyborg genes!
Duffel Bags
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Craftable Duffel Bags: Allows assistants with the "Bag It Up" talent to craft duffel bags from 4x ballistic fiber and 2x organic fiber which can hold up to 15 small or medium items, which is 3 items more than the backpack and 5 items less than your corpse duffel bag. It can also be recolored with paint at a fabricator. Unlike the backpack, a duffel bag can't be stored inside lockers and cabinets, but instead can be carried by hand, worn in the toolbelt slot and attached to walls. When actively carried or worn, the duffel bag will slow you down by 20%. When attached to a wall, you can still access the bag's inventory without the need to equip it by just pressing your "Use" button on it. (Default "E") All items contained in a duffel bag are protected from fire, but the bag takes 1.5% damage each second it is on fire. Upon breaking, the bag will drop all content onto the floor. A broken bag is useless and can only be deconstructed.
Cat Propaganda Banner Override
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Replacement of six vanilla Coalition outpost propaganda banner with funny cats. Compatible with all mods. Artwork done by Tumor.
Pile Bunker v2.0
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"The Rubiconian Handshake" "Tired of getting mauled by Molochs? Sick of your puny crowbars and wrenches? Fear not, for a new product is now on Balam's catalogue, now adapted for human use!" PB-033M ASHMEAD Pile bunker developed by Balam Industries. This weapon gores the target with a massive steel pile, obliterating it through sheer physical force. Charge to prime the firing hammer, enabling attacks that are enhanced by explosive damage. This is the smol version made for use by humans instead of Armored Cores. Still, its stopping power is unmatched. Pierces effortlessly through ANYTHING! UPDATED to v2.0! Complete code overhaul, poke attack now triggers aggro (and no longer hits yourself in the foot), complete reload mechanic overhaul, added animations to complement change. "Listen up, maggots! This field trip is now a hunting expedition!" -G1 Michigan Disclaimer : In no event shall the manufacturer of this Product be liable for any consequential, incidental, or indirect damages whatsoever (including, without limitation, workplace accidents) arising from misuse or defect of product, be it official merchandise or artisan-manufactured imitations based on publicly available schematics. Language support: - English - Russian (TRT) PS: - it is one-handed, but you cant dual wield it. it's locked to the left hand. - unlike the actual weapon in AC6 it does require ammo to use. - before you complain, do not use the weapon if you fail the skill check. It'll give you blunt trauma. - spike damage registers for each limb's hitbox, so creatures with lots of hitboxes will suffer the most from this weapon's charge attack, such as most human-sized enemies, molochs, hammerheads (when attacked from the sides), and endworms. - does NOT one-shot molochs, nor hammerheads. even if it did it'd be very inefficient. - poke damage deals about the same damage as the boarding axe. - does not play nice with Neurotrauma. it simply breaks your arm when you fail the skill check. worse, it breaks your neck if you're WAY below the skill check. - i returned to this to find that people kept asking how to get this. it IS craftable. It is also sold on separatist mining outposts. - not sure if reproducible, crashes game when given to bots as a weapon, so don't do that. They can still pick it up and put them in containers just fine. Might fix it sooner or later but no crash log is made by the game, so can't tell what the problem is. credits to whosyourdaddy's minigun mod. couldnt have done the animation without it, also initialdesu for the video
星际战士改造手术和更多的WH40k装备
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希望成为一名星际战士么,想不再因为失血流血等debuff而苦恼?来试试这个,将总共20道星际战士改造手术以基因的形式加入到了游戏中,来改造你的角色成为一名真正的星际战士吧!多种战团的动力甲选择,多种武器和装备的搭配,噢,在你痛快的屠杀异形的时候,别忘了还有作为主力的凡人部队! 如果你不喜欢穿着动力甲,或者压根没找到足够多的基因(笑),凡人的装备一样可以成为你的一个好选择——克里格死亡兵团亦或是卡迪安突击军,精准的激光步枪或是凶猛的霰弹枪,一切都可以供你选择。(军务部温馨提示:如果你不是星际战士的话,最好不要去尝试使用爆弹枪,重型爆弹枪,突击炮这种看起来不太适合你使用的东西,因违反上述条例而造成的任何损伤军务部概不负责) 一些新的有趣的任务——肃清叛军盘踞的废弃哨站,和其中的混沌星际战士短兵相接;和渐渐苏醒过来的太空死灵们在遗迹中战斗;帮忙押送一大批危险的灵能者;在整个木卫二冰洋下寻找一些被遗失的精良武器;运输危险的蚁牛肉罐头等等 新加入的一些和40k相关的随机事件,对话以及游戏加载时的tips 随时欢迎提供新的创意想法和意见,以及最最重要的——将影响你游戏的bug反馈给我!如果你提出的有趣想法并没有在之后的更新中出现,不要灰心,它不一定是被否决了,可能只是还需要时间去实现。 拓展性mod:星际战士改造手术和更多的WH40k装备--饥饿与营养 https://steamcommunity.com/sharedfiles/filedetails/?id=2769244533 EnglishText:https://steamcommunity.com/sharedfiles/filedetails/?id=2974534630 由于忘记进行备注导致无法进行更新,请使用本mod的玩家暂时前去使用这个更新之后的版本,应该比该版本更稳定。 其他人友情更新版:https://steamcommunity.com/sharedfiles/filedetails/?id=3516725025
SOFA'S DIVE SUITS
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Adds 23! new dive suits. This mainly aims to add more VISIUAL variety for dive suits, As I want to be able to tell my team mates apart on a dive. 21 are made by me in my unique style, the other two are from HD legacy diving suit and vanilla textures Most suits are crafted or found in wrecks, very few can be bought. --------------SUITS-------------------- Also FYI the majority of these suits are named after REAL fish. ------TIER 1------- SCABBARD diving suit PLUNDER diving suit Model-13 EVA suit OSCAR diving suit ALICELLA diving suit CLOWN-FISH diving suit PUFFER diving suit ------TIER 2------- BANJO diving suit TANG diving suit BARRELEYE diving suit FEATHERBACK diving suit CUSK diving suit CHERUB diving suit ------TIER 3------- ROCKBASS diving suit KILLIFISH diving suit PSY diving suit BIGEYE diving suit SNAILFISH diving suit SEA-ROBIN diving suit ------WRECKED SUITS-------- Wrecked diving suit(TANG) Wrecked diving suit(BANJO) Wrecked diving suit(FEATHERBACK) Wrecked diving suit(SNAILFISH) ------CRAFTING COMPONENTS----- Alien data block? Suit Parts(Obtained from deconstructing wrecked dive suit variants)
Lua Editor
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Adds a new item called 'Lua Editor' in the fabricator that can edit most item values. The menu wont open for those without permission the default level is above none. You must have clientside lua to open the menu. There is serverside and clientside settings were you can disable some values and enable other ones. You can use the arrow keys to move items around by a amount you set inside the clientside settings. The apply button currently only updates settings and some serializable values for those without lua. Github Thanks to Evil Factory for the help whenever I got stuck
Facehurt's Beacon Stations
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A collection of four (more will be added later) beacon stations with the cinematic theme of Underwater Biodomes, or glass exteriors. Balanced around vanilla using vanilla only tags and assets. If you want to contact me please comment under the mod!
THG Armory - 'Vanilla' Melee Pack
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I've personally been largely disappointed by the weapons mods available on workshop, for their various inclusions of random overhaul elements, or attempts to entirely overhaul the balance of weapons in vanilla as a whole. I've wanted more vanilla styled and balanced weapons, but have found myself largely wanting. This is my attempt to rectify that. The THG Armory - 'Vanilla' Melee Pack adds a bunch of new bonky, stabby and slashy implements to fulfill your traumatic pleasures. RUSSIAN TRANSLATION: https://steamcommunity.com/sharedfiles/filedetails/?id=2986079116 THE RUNDOWN: Flamberge - A collosal, intimidating sword with an ornate wavy blade. This leviathanslayer of a blade is difficult to wield and swing quickly, but is capable of cleaving apart all but the absolute largest of Europa's inhabitants with the full force of it's wielder. Only found in wrecks. Sledgehammer - A heavy, two-handed deconstructive tool, which happens to double exceptionally well at crushing skulls and shattering shells. It's VERY slow to swing due to it's massive weight and length, but it delivers stunning, impactful strikes which are virtually guaranteed to concuss their target, while sending them reeling. Katana - A lightweight, titanium-alloy blade with a slight curve, particularly popular among Seperatists, largely for it's assosciation with stealthy, lethal types. It can be swung with great speed to deliver lethal bleeding slashes, and simply holding the blade inspires one to move more quickly than they would without it in hand. Cutlass - A relatively short, broad bladed curved sword with a knuckle guard, in vogue among the upper echelons of Coalition command. It is relatively easily held and swung with one hand, leaving the other free to use a weapon such as a pistol, another cutlass or, most often in the case of Europan captaintry, a bottle of rum. Truncheon - Loooong ago, people would say this is a "Less lethal" weapon. Nowadays, however, it is known for being the skull-splitter that it is, as a good few swings from this heavy one-hnaded club is more than capable of bludgeoning someone or something to death. It's a little slow to swing given its weight, however. Tonfa After the days of the archiac truncheon yet prior to the development of the ubiquitous stun baton came the Tonfa, a lightweight hollow metal club designed to incapacitate targets through just the right amount of force to keep from splitting their skull in twain. It can be swung very quickly to deliver stunning strikes, capable of keeping a target incapacitated potentially long enough to restrain or contain them, though it is hardly a lethal weapon on it's own. Escoba An ancient weapon of ass destruction dating back to Terra, the Escoba has been utilized by aunties for millennia to deliver holy wraith upon any and all who deserve it. It deals an unfortold amount of emotional damage, while leaving the physical vessel relatively unharmed, though defeated nonetheless. Crisis Hatchet A lightweight, one-handed axe with a pry, designed for prying or hacking one's way out of a wreck. Also doubles as a fairly effective light melee weapon. Zweihander A massive, less ornamented blade compared to the Flamberge, but more commonly found as it's often produced by mechanics with knightly aspirations. Still plenty deadly, and huge. Pickaxe WARNING! CURRENLTY A LIL JANKY A heavy spiked hammer-like tool, used to split ore from the earth with the help of elbow grease. Also inflicts very deep wounds, but it's slow and relatively short. Fireax A heavy, emergency axe that can pry open doors or chop them down in roughly equal measure. Not as great as a boarding weapon as a slightly shorter boarding axe, but still a potent tool. Shock Sledge A heavy-duty modified sledgehammer with a high-voltage capacitor in its head, capable of stunning even mighty mudraptors with it's charged shock blows, while still being capable of splitting a skull be it powered or not. RUSSIAN TRANSLTION by Enigma here: https://steamcommunity.com/sharedfiles/filedetails/?id=2986079116
爬爬娘化
par 76561198047713904
所有的爬爬都娘化了 享受和深海少女们的邂逅吧 If you like my work and want to support me patreon.com/anaertailin 如果你喜欢我的作品,并希望资助我的话 patreon.com/anaertailin 在国内的朋友可以选择afdian.com/a/anaertailin ************* 可以获得赞助限定的迅猛龙大家族娘化 You can get sponsor-limited Mudraptor family girl
Advanced Headsets
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This mod adds craftable items that are combinations of the thermal goggles, health scanner HUD, headset, and auto-injector headset. The idea is that this way, you can gain the benefit of wearing thermal goggles or the health scanner HUD without having to give up the style of wearing a cool hat. Also works well with mods such as Saber Personal Protection that add suit helmets as a hat item. In detail, this mod adds 4 new items, all craftable at the fabricator: Thermal Headset: A normal headset that grants thermal vision just like the thermal goggles. Crafted with thermal goggles + headset. Item name: thermheadset Scanner Headset: A normal headset, plus the health scanner HUD. Crafted with Health Scanner HUD + headset. Item name: scanheadset Tactical Headset: An auto-injector headset, plus thermal vision. Crafted with thermal goggles + auto-injector headset. Item name: tacheadset Medical Headset: An auto-injector headset, plus the health scanner HUD. Crafted with Health Scanner HUD + auto-injector headset. Item name: medheadset Headset functions in the Tactical Headset and Medical Headset require a battery to work, I thought it was weird that they removed that function. This mod is an updated version of my previous mod Medical Headset. I have separated this mod from that one to ensure compatibility with save files and such.
PN-21 Colossus Mobile Station
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Welcome aboard PN-21 Colossus Mobile Station! Data: Class - Deep Diver Role - Heavy Mobile Station Size - 216mx43m Recommended Crew: 20-128 Crafting stations: 3 fabricators, 3 deconstructors, 2 medical fabricators Maximum speed - 22km/h Price - 134767 Arnament - 8 coilguns, 6 railguns
[BOS]Food
par 76561198157628895
Food 食物模组 CN/EN(基础代码来自于HungerLK) “民以食为天” ●●●简介●●● 1.添加饥饿值属性,随时间逐渐增加,低饥饿时不显示图标 2.需要使用食物减少饥饿值,非玩家角色不会饥饿 3.通过加工台或医疗加工台制造高级食物,或者在怪兽身上获得 4.不同食物会有正面增益或负面增益 5.有些食物也可以在站点购买或是在沉船中找到 6.电脑玩家设置治疗会自动喂食 ●●●食物●●● 1.糖水罐头:无法制作,但可以在站点购买或沉船找到。使用后留下一个空罐子,可以分解得到锡 2.腌肉罐头:藻鬓爬行者的肉、氯、锡制成。使用后留下一个空罐子,可以分解得到锡 3.蛋白奶:异星血浆和硅制成,使用后不会留下任何东西,可以分解得到硅 4.海苔片:活性纤维和钠制成,使用或分解不会留下任何东西 5.煎肉排:锤头鲨肉和钠制成,可以减少精神病,使用或分解不会留下任何东西 6.迅猛龙肉排:迅猛龙身上获得,获得寄生抗性和活力焕发,使用或分解不会留下任何东西 7.爆弹石榴果酱:爆弹石榴果和硅制成,获得代谢缓慢和加速效果,可以分解得到硅 8.红星二锅头:酒精,钾,镁和硅制成,获得精神病抗性,可以分解得到硅 9.烟熏肉:爬行者肉和烟草芽制成,使用获得精神抗性,使用或分解不会留下任何东西 10.冰激凌:蛋白奶、爆弹石榴果和冰水制成,治疗全身烧伤,使用或分解不会留下任何东西 11.冰水:使用碳制成,治疗少量全身烧伤,造成少量内伤,使用或分解不会留下任何东西【已移除】 12.意大利面:无法制作,站点购买或沉船打捞。使用或分解不会留下任何东西 13.老干妈:无法制作,站点购买或沉船打捞,获得代谢缓慢和加速效果,使用或分解不会留下任何东西 14.营养膏:无法制作,站点购买或沉船打捞,造成恶心和精神病,使用或分解不会留下任何东西 (爆弹石榴果也是不错的食物) 英化提供:DKAMX ---------------------------------------- 如果加载MOD时遇到问题,可以在已订阅MOD页面选择重新安装,如果未能解决,请反馈给我! 感谢使用食物模组,点赞评论收藏是对我最大的支持! 造船/模组交流QQ群:200300947 联机/同人交流QQ群:796185005
Abandoned Variety [Under Renovation]
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No, not "abandoned" in a sense that I'm no longer working on it. The mod contains additional vanilla-styled outpost modules, which will appear randomly alongside the default ones. Styled and balanced to fit the vanilla game. 22 modules from this mod got accepted and merged into the base game. (Thank you for testing them!) New batch ony contains one docking module so far. I replaced all the previous content with it, so the mod doesn't conflict with the base game. Safe to add into an ongoing campaign.
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