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Mods et plugins pour Barotrauma

82 000+ mods disponibles Source : Steam Workshop ↗

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.

Disconnect Kill And Stun Remover – Barotrauma Mod

Disconnect Kill And Stun Remover

par 76561198067985351

This mod requires you to have Lua For Barotrauma as the Server Executable. Tired of people robbing your items or you loosing your character when the game decides to disconnect you from the game for no reason? This very simple mod disables the disconnect stun and kill timer, so you will stay alive and standing until you join again or someone decides to shoot you to death. This mod is server-side only, so people joining don't have to download this, only the host.

22,730 téléchargements Détails →
EK Marauder2 Mk-II – Barotrauma Mod

EK Marauder2 Mk-II

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Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. EK 'Marauder 2' Mk-II Separatist Light Destroyer Remake/remaster of the EK Marauder, made in sort-of celebration of the new PVP update, and the popularity of one of my recent Separatist faction submarines the EK 'Cavuan'. "The A50-D 'Marauder 2' is a combat vessel of the Jovian Separatist Navy built on the heavily modified hull of a 'Serina' class light destroyer. Though an outdated design compared to modern attack vessels, the Marauder 2's relatively heavy weapon load continues to be a significant threat to Coalition warships. Refitted and updated over the years, the outdated engine and powerplant have been replaced with newer equivalents, usually salvaged or captured from military surplus." Role: Attack ( Combat Vessel ) Tier: 2 Price: 30,000 Mk Recommended Crew: 6 - 8 Size: 55x13m Horizontal Speed: 21 ( 24 with upgrades ) Vertical Speed: -19,21 Cargo Capacity: 10 Boxes Magazine Capacity: 24 Shells, 24 Boxes Vessel Strength: Medium Vessel Maintenance: Standard / Small-Crew Recommended Difficulty: High Recommended Crew Experience: Experienced Notable Features: - Small onboard bar - Small engineering room - Large medbay + Lab - Armory - Brig - Docking port power transfer - Drainage duct system Weapon Systems: - x2 Railgun (Heavy Turret-Mount) - x4 Coilgun (Turret-Mount) Stock Reactor Controller Trim: 0.02 - 75 Stock Battery Controller Trim: 202 - 15 I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented? -with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now. ( Also expect that potential "EK mods remaster" to not happen after all )

25,851 téléchargements Détails →
Megalophobia – Barotrauma Mod

Megalophobia

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If you feel like the big creatures of Barotrauma don't make your heart sink in dreadfully enough, then this mod is for you! All of the Abyssal creatures have their size doubled (as well as the watcher) with some other big creatures having their size increased by half. This includes Molochs, Bonetreshers, Hammerheads and the Crawler Broodmother. Health and damage values have so far remained untouched, though i may fiddle with them as a larger target typically makes them easier to hit. By subscribing to this mod you agree that thumbnail of this mod is only slightly exaggerated, similiar to the likes of a youtube thumbnail. Extra: Doomworm is not affected, reasons: already max size and not in the game by default. This mod is not compatible with other mods that modify the XML files of the creatures in this mod. Q&A: Q: Could be bigger(?) A: No Q: Work with barotraumatic? A: Based on how someone else has created a patch, no, you can get it here (https://steamcommunity.com/sharedfiles/filedetails/?id=3733171598)

24,143 téléchargements Détails →
PUCS PLUS – Barotrauma Mod

PUCS PLUS

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Enhanced version of PUCS, which greatly improves combat effectiveness, reduces oxygen consumption, and can resist radiation and fire hazards, and has built-in advanced drug injection, noise reduction, thrusters and sonar systems, which can Give users stronger combat maneuverability. 'PUCS PLUS Interface Controller' can be made on Fabricator, it can be used to control the UI interface of PUCS PLUS on and off. When you use Lua MOD (Client-side Lua needs to be enabled), you can see the switch button in the top right corner to control PUCS PLUS UI interface on and off when you put on the diving suit, if you don't have LUA MOD installed, then you can choose to make 'Headset' and 'Auto-Injector Headset' which contain the switch button(On Fabricator). (These Headset may conflict with other mods) Fabrication requirements: - 4x Titanium-Aluminum Alloy - 3x FPGA Circuit - 2x Physicorium Bar - 1x Alien Power Cell(or Imitation Alien Power Cell) - 1x PUCS - 75 Electrical Engineering 'Imitation Alien Power Cell' from the mod: Talent Enhancement Item properties: - -75% Blunt force trauma - -75% Gunshot wound - -75% Bite wounds - -75% Lacerations - -75% Bleeding - -75% Stun - -100% Burn - -100% Radiation sickness - -98%* Husk infection - Resist 90% water impact - Resist 10000 depth water pressure - Built-in thrusters, sonar beacons, sonar scanners - Noise reduction and lighting can be turned on or off - Immune to the stun caused by the high recoil of heavy machine guns Drugs can be placed: (upper left grid) Saline, Blood Pack, Alien Blood, (upper right grid) Morphine, Fentanyl, Deusizine; Combat Stimulant can also be placed here, but it can only be placed automatically when the blood volume is low injection. Oxygen consumption mechanism and oxygen alarm optimization: With 100% 'Tiger Thresher Genes' or 'Husk infection' or 'Husk symbiosis', Oxygen Tanks are no longer consumed to provide oxygen, and no alarm will be generated when equipped with empty Oxygen Tanks . Appearance update: choose your own appearance at manufacture, there are three appearances: PUCS Prototype / Mech / Transparent

21,607 téléchargements Détails →
More Beacons for Europa – Barotrauma Mod

More Beacons for Europa

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// ENGLISH ///////////////// THIS MOD IS NOW LEGACY Hey, everyone! From now on, this mod will no longer receive updates as I have merged all my previous projects into a single, massive collection. Thank you so much for your incredible support throughout all these years. You can find the link to the new consolidated mod below. May the abyss of Europa never pull you down! More Content for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=3696204435 The Mongolian company came to Europa, thus building 48 beacons in the places to help in the expansion of the city. But these beacons are going to need maintenance from time to time by a brave crew. More may continue to be built in the future. // ESPAÑOL ///////////////// ESTE MOD AHORA ES LEGACY ¡Amigos! A partir de ahora este mod dejará de recibir actualizaciones porque he fusionado todos mis proyectos en uno solo. Igualmente, muchas gracias por su apoyo incondicional en todos estos años. Dejaré el link del nuevo mod aquí abajo. ¡Que los mares de Europa no los derriben! More Content for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=3696204435 La empresa Mongolian llegó a Europa, construyendo así 48 balizas en los lugares para ayudar en la expansión de la ciudad. Pero estas balizas necesitarán mantenimiento de vez en cuando por parte de una valiente tripulación. Es posible que se sigan construyendo más en el futuro. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// It is compatible with other mods such as Dynamic Europa and works. Es compatible con otros mods como Dynamic Europa y funciona. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Orden de los Mods / Mods Order : -More Outpost For Europe -More Pirate Vessels for Europa -More Wreck for Europa -More Beacons for Europa -More Submarines for Europa /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// LEGACY If you want More Wreck for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2936642208 If you want More Pirate Vessels for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2942521888 If you want More Submarines for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2944551530 If you want More Outpost for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2948537269

22,509 téléchargements Détails →
Project Dragoon - ADAS-117 "Dragoon" – Barotrauma Mod

Project Dragoon - ADAS-117 "Dragoon"

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|| Atlas's Shipyard Finest daughter and Finest Submarine || Class: Dreadnought Assault Sub Tier 3 Cost: 29500 Mk. Recommend Crew: 6-12 Dimensions: 78x22m || Reinforce Front Armor capable break through Ice spire and Hull Reinforce Armor that's hard to break. || Various Weapons System for eradicated swarm out of you way! or ever...... Enemy Submarine! Also come with Automatic Flare Launcher System! to illuminate area or lure monster. And more! || Credits || Drawing made by me. || Her little sister ALCS-178 "St. Ecclesia" https://steamcommunity.com/sharedfiles/filedetails/?id=3439052125 || Chinese language version(中文版) https://steamcommunity.com/sharedfiles/filedetails/?id=3530171870 || Project Tidebreaker // AAFS-V2 "Emberfall" || https://steamcommunity.com/sharedfiles/filedetails/?id=3492526661

26,271 téléchargements Détails →
Tail's Melee Weapons Pack – Barotrauma Mod

Tail's Melee Weapons Pack

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A collection of 5 melee weapons and some special versions made with exotic materials. Hopefully balenced around the new vanilla weapons and items. You can find them, buy them, craft them, steal them and perhaps find them spawning on your submarine.

15,360 téléchargements Détails →
Gain XP for doing your job [Lua NOT required] – Barotrauma Mod

Gain XP for doing your job [Lua NOT required]

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Grants a talent for players to allow them to passively earn XP by performing tasks such as: Repairing devices. Fixing leaks. Killing various types of creatures. Crafting or deconstructing items. Steering the submarine (as Captain) Healing self or teammates. IMPORTANT: When you start a fresh campaign it may seem you are gaining levels too quickly which is intended, as this allows you to get more than 2 "general" talents per row before rushing into a specialized talent tree like people typically do in Vanilla. It is also to compensate different talent tree types like in Baroverhaul. If you want to rush into a specialized tree anyways because you REALLY need PUCS to play the game, well, it's also your choice. I generally just hate how missions are the ONLY source of money & XP because it becomes an extreme slog of needing to constantly grind and take as many missions as possible, I can see the point in this but eventually it can bring extreme performance issues if you have multiple wrecks and ruins or even piezos in your level. This becomes even worse if you use mods that generate loot that requires constant status checks which eats away at your performance. XP gain will slow down with each level up due to it doubling the requirement till the next level, this is how Vanilla works. This mod uses repurposed code from _]|M|[_'s mod to allow it to work without need for lua: https://steamcommunity.com/sharedfiles/filedetails/?id=3018201543 If he doesn't wish for his content to be reused I will gladly oblige. Real Sonar patch (not necessary if you don't play as Captain a lot) https://steamcommunity.com/sharedfiles/filedetails/?id=3590977394 Please credit me if you are going to edit this mod.

29,419 téléchargements Détails →
Extended Upgrades – Barotrauma Mod

Extended Upgrades

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Supported languages: English, 简体中文 This mod adds 1 new upgrade for monitor and 4 for turret. Revived "Decrease Fabrication Skill Requirement" upgrade. With minor balance changes to vanilla upgrades. High-gain Sonar Array (from Meaningful Upgrades with decreased values) Increase the view range of sonar systems. Improved Electromagnetic Thruster Increase the momentum(20%/level) of projectiles fired with turrets to deal more damage(5%/level). Decrease random spread(20%/level) applied to the firing angle of the projectiles. Improved Autoloader (from Meaningful Upgrades with decreased values) Increase the fire rate of turrets. Improved Rotation Brake Increase the rotation deceleration of turrets for stablized aiming. Improved Rotation Accelerator Increase the rotation speed and acceleration of turrets. Reduce Turret Charge Time Reduce the charge time of chainguns and pulse lasers. Changes to vanilla upgrades: Slightly decreased price for some upgrades. "Quicker Guns" is replaced by "Turret Rotation Accelerator"。 "Engine Power" increase per level: 8% -> 10% "Enhanced Periscopes" increase per level:4% -> 5% "Enhanced Durability" for mechanical devices now affects doors and hatchs. Max level of engine and pump upgrade Tier\Class Scout Attack Transport 1 3 2 1 2 4 3 2 3 5 4 3 Max level of hull upgrade Tier\Class Scout Attack Transport 1 2 4 6 2 4 6 8 3 6 8 10 Special thanks to: Zyleand Sinner Sama

21,561 téléchargements Détails →
More Orders – Barotrauma Mod

More Orders

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Increase order limit from the base of 3 orders per character to 6. Works well in singleplayer, but I have not tested it in multiplayer. According to another player who has used the mod, it works in multiplayer, but I make no guarantees. Most of the credit goes to Nupaska for this (see original template they made here: https://steamcommunity.com/sharedfiles/filedetails/?id=3566197171). I kinda just tweaked the icon scaling so the icons displayed properly instead of being shrunken down into nothingness, and bumped the order count up to 6 from the 4 the template is set to. There are still some quirks in regards to how the icons display, but it's functional. Requires LuaCsForBarotrauma, and as it relies on C# scripting, it requires you enable that in the LuaCsForBarotrauma settings. NOTE: There seems to be an issue when adding this mod to an existing save where characters have assigned orders already, preventing you from adding additional orders until you remove all their existing orders and then start re-applying them.

28,050 téléchargements Détails →
'Sirius'天狼星 – Barotrauma Mod

'Sirius'天狼星

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来自潜渊之底的旗舰——天狼星 特色功能:"AF(autofix)"固化泡沫通风系统,"生命线"医疗维持系统,"星云"指挥系统,"桃心"舰载语音通报功能等 Special:Auto fix hulls Life support system Blueprint command system Alien reactor

26,125 téléchargements Détails →
Unlock Parallel Talents (Updated for 1.0) – Barotrauma Mod

Unlock Parallel Talents (Updated for 1.0)

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Allow you to choose parallel talents in talent trees. Also allow you to advance in several trees at the same time. IT SHOULD NOT WORK WITH ANY MOD THAT CHANGES TALENT TREES. Позволяет выбирать параллельные таланты в деревьях талантов. Также позволяет вам продвигаться по нескольким деревьям одновременно. НЕ ДОЛЖЕН РАБОТАТЬ С ЛЮБЫМ МОДОМ МЕНЯЮЩИМ ДЕРЕВЬЯ ТАЛАНТОВ. Если понравился мод - можно подать на чай #_# If you like mode - you can help me #_#

19,782 téléchargements Détails →
SCP-682 "The Reptile" – Barotrauma Mod

SCP-682 "The Reptile"

par 76561197967294342

Adds a fearsome monster knows as the Hard-To-Destroy Reptile. Also adds a custom monster mission to kill the Reptile. If you find any bugs or want to suggest something please do. How to spawn it in (needs to have cheats enabled): spawn 682 he might be a bit too big for being spawned inside subs Edit: He is perfectly capable of entering a sub Reference for the sprites (mostly the texturing) come from other creatures within Barotrauma and SCP:CB. SCP-682 Wiki Page Also check out:

14,739 téléchargements Détails →
Daisy's Patched Smarter Bot AI – Barotrauma Mod

Daisy's Patched Smarter Bot AI

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More or less messy fixes for Smarter Bot AI which isn't maintained anymore, now officially endorsed by the original author Landbanana! Use this version instead of the original. Needs LuaCsForBarotrauma like it's non-patched ancestor. If you encounter errors or bots misbehaving feel free to share and I'll have a look. I may or may not be able to fix them, but I'll try my best. If the problem is real bad I recommend turning off the feature that's causing problems until I can hopefully get it fixed. Troubleshooting Some problems seem to be caused by outdated configs that have been corrupted or something, I don't really know why it happens tbh. That can be solved by deleting SBAI.json in %localappdata%/Daedalic Entertainment GmbH/Barotrauma/ModConfigs (just copy that into the address field in the file explorer) (I don't know the location of that file on Linux or MacOS), after which a new fresh config file is generated when playing next time. If that doesn't solve it, feel free to report the problem! Known issues UseFurniture Has some weird quirks and problems that might be harder to fix than I first thought. They do seem to try to use the beds but sometimes they get stuck kinda shuffling around it and not laying down. I'm working on it but I don't know what's wrong since it's the same logic that makes them use chairs, which do work. The stayInBedIfHurt does in fact work but it does exactly what it says on the tin; the bot will stay in bed if hurt if they are laying down in one but there doesn't seem to have ever been any function to make them actually seek out a bed. If you're playing singleplayer you can work around that by taking control of the hurt crew member and putting them in bed manually and they should stay there. I might try to make them actually look for a bed when hurt but that's for when the basic fixes of existing features are done. UseTalents All the instruments seem to work now including the guitar, but let me know if there are still problems, I can't test all situations after all. I'm not sure about the other two assistant talents, someone let me know if they work or no. EquipItems Works for me so far but seems to have various sporadic problems for others that I haven't been able to reproduce, for example assigning modded items. I'm looking at it but it's hard to troubleshoot when not being able to reproduce it. Due to a vanilla limitation, assigning diving suits will not work, they will take them off again immediately. CombatTweaks "Pre-spin turrets" makes terrible noise for modded chaingun type weapons. CleaningAdditions NPCs will not deconstruct merchant crates even tho the order is assigned correctly. This is a vanilla problem afaict and outside the scope of this mod so not something I will be fixing.

29,899 téléchargements Détails →
Immersive Diving Gear - Real Sonar Compatibility Patch – Barotrauma Mod

Immersive Diving Gear - Real Sonar Compatibility Patch

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Compatibility Patch Patches the anechoic diving suit from Real Sonar to work with the gameplay mechanics of Immersive Diving Gear. Load Order - Immersive Diving Gear - Real Sonar - Immersive Diving Gear - Real Sonar Compatibility Patch

21,633 téléchargements Détails →
ItemIO BetterMergeStack – Barotrauma Mod

ItemIO BetterMergeStack

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This mod is specifically designed to make it easier to organize ItemIO boxes. As we all know, IO boxes add a convenient way to organize items, but the IO box itself, being a container, also brings the pain point of only being able to drag and drop items for organization. So, I've modified the original stacking button to make it possible to stack items from containers to IO boxes (just like the original stacked the same items!) And, a new button has been added that when you press the button, it will attempt to organize the items in the handheld container into the corresponding IO box in the cabinet. Want the deconstruction bench to output items directly into the IO box of the linked container? Try the following mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3522626080 Note that the button only works for containers that are directly interacted with. 1.19 New feature: - Added a button to try to transfer all items in the container in hand to the item box in the opened container 1.2 New Feature: When crafting items at the fabricator, IO boxes containing the required materials will be highlighted **This is a client-side mod and only requires a client-side install Translated with DeepL.com (free version)

26,441 téléchargements Détails →
Wreck Corpses [Ru En] – Barotrauma Mod

Wreck Corpses [Ru En]

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This is a revamped version of the original Wreck Corpses mod. Dissatisfied with certain aspects, I've taken it upon myself to reimagine it. The primary goal of this mod is to enhance the realism of wrecked corpses. This mod is mainly for my personal use but no reason not to upload it right? Updates may occur sporadically, with no fixed schedule. Things changed: - Bones are now in the headset slot allowing the bones to wear hats - Bones now could be force equipped with console and it would still allow you to play the game normally - (This means, radio works, layers work, along with other small things) - The ruined Exosuit can spawn super rarely spawn on a corpse. - Ruined Exosuits can be repaired with some more parts. - Compatibility with other mods that add ruined exosuits. (other ruined exosuits can be repaired) - The ruined Exosuits fits in universe. - All classes now have the normal clothes equipped, so you can loot them for their outfits. - Assistants can now wear many different types of outfits to break up the repetitiveness of wrecks. - Corpses also have weapons held in their hands to show their last moments. - Multiple language support. (contact me with your translation if you want it added) - 1.0 weapons can spawn on corpses - Added Russian translations Credit goes to SOFA for the original idea.

21,184 téléchargements Détails →
THG Armory - 'Vanilla' Utility Pack – Barotrauma Mod

THG Armory - 'Vanilla' Utility Pack

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Adds a variety of roughly vanilla balanced and stylized utility items, ranging from a flare gun to a combination multitool, portable battery charger, and more. THE RUNDOWN: Electrowelder - A compact, one-handed battery cell operated advanced arc welder. Approximately 25% less powerful compared to older, two-handed fuel powered welders and notably power hungry, but dual-weildable and handy owing to their use of rechargable battery cells. Electrocutter - A compact, one-handed battery cell operated plasma cutter. Approximately 25% less powerful compared to older, two-handed oxygen cutters and very power hungry, but dual-weildable and handy owing to their use of rechargable battery cells. Flare Projector - A basic emergency flaregun, capable of firing a rather bright light across long distances even underwater. Flare Cartridge- A phosphorus-based flare projector shot, which adheres easily to any surface in order to project light across a modest area. Burns darker than a magnesium flare, but is generally cheaper and burns for a longer time as well. Magnesium Flare Cartridge- A magnesium-based flare projector shot, which adheres easily to any surface in order to project light across a wide area. Burns much more quickly, but brighter and hotter than a phosphorus flare. Alien Flare Cartridge- A modified alien flare, split and repurposed into three flare projector shots. They burn both brightly and for a long time, but are difficult to aquire in bulk. Heavy Flashlight- A powerful, wide-angle flashlight which can double as a handy short club. Eats through battery's charge a bit more quickly than a low-power flashlight. Emergency Cranklight Charger A handy two-handed emergency device, capable of both providing indefinite light as well as charging a single contained battery cell slowly, so long as it hasn't been completely drained of residual charge. Multi-Tool A combination screwdriver and wrench in one, capable of performing most all utility tasks, though slightly less effeciently than dedicated tools. Torch A hunk of carbon wrapped with combustible organic fiber, this crude source of light only requires oxygen from it's environment to function, but does little good for anyone stuck underwater. It can secondarily be used as a crude, incendiary melee club. Emergency Welder A cheap electronic welder wired to an integral power source. Less effective than an electrowelder, but very cheap and easy to make and use, and once it's power source has been depleted it can be scrapped back down into copper. Ideal for emergency kits.

20,538 téléchargements Détails →
DynamicEuropa SimplifiedChinese Text Update – Barotrauma Mod

DynamicEuropa SimplifiedChinese Text Update

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DynamicEuropa SimplifiedChinese Update FIX Outdated Text, Missing Stuff, New Stuff

28,784 téléchargements Détails →
Harlequin Job – Barotrauma Mod

Harlequin Job

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My 2nd job mod. The harlequin is my take on what the clown could be like as it's own job. Stats Max Number: 4 Vitality Modifier: +0 Medical: 15-25 Weapons: 15-25 Helm: 15-25 Mechanical: 15-25 Electrical: 15-25 Talent Trees Fearmonger: Focuses on "fear", attack your allies for buffs, or allowing yourself to become a more deadly combatant, or both! Fool: Focuses on giving you potentially powerful buffs at a cost Jester: Focuses on killing monsters to gain stacks that will give you more bonuses as you accumulate stacks. You can spend on certain effects or maybe even gain power if you maintain high stack amounts. Items I tried my hands at making some items. There are three custom items that the Harlequin can gain access to. Laughing Gas: Inhaling this gives you Clown Affinity, which gives you some movement speed and melee attack speed, but also give you some psychosis and chem addiction. Made at a fabricator. Party Popper: Applying this will give you a large amount of Clown Affinity. It gives you less psychosis when compared to laughing gas, but gives you more chem addiction. It also allows some talents to activate. Made at a medical fabricator. Clown Hammer: A melee weapon. It deals a bit less damage when you compare it to something like the boarding axe, but the stun is slightly stronger and it ignores 50% of the target's armor. It is a medium item, meaning it can't be put inside a storage container. Made at a fabricator. Notes If you would like to be able to hire the job as normal you will also need this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2942993524 If you use Parallel Talents and would like to use it on the Harlequin, you will need this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2947082967 Feel free to translate this mod to whatever language you need, or if you want to help translate the mod into another language let me know. Credits Goostave - Simplified Chinese and Traditional Chinese translation Goostave's original mod translation here https://steamcommunity.com/sharedfiles/filedetails/?id=2944340649 Jax and los - Russian translation My Other Job Mods Acolyte https://steamcommunity.com/sharedfiles/filedetails/?id=2870519815 Separatist https://steamcommunity.com/sharedfiles/filedetails/?id=3012196012 I have recently created a ko-fi account. Completely up to you if you want to donate, I'll keep working on stuff as long as I find it fun. I'll also be posting images of the things I am working on there. https://ko-fi.com/mythosvoyager

19,677 téléchargements Détails →
[Old] EK Kira Mk-V – Barotrauma Mod

[Old] EK Kira Mk-V

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Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. Kira Mk-V Multipurpose Vessel The Kira class submarine is the first of a series of next-generation multipurpose hulls. Designed for capability and versatility, nearly every aspect of the program has been designed from the ground up to produce a highly effective all-purpose vessel with a relatively cheap production cost. Hull construction improvements, engine improvements, reactor improvements, weapons systems improvements. A modular design platform allows the Kira to be refitted depending on the requirements of its assignment. Role: Deep-Diver (Multi-Role Vessel) Price: 15,000 Mk Recommended Crew: 5 - 10 Size: 35x8m Cargo Capacity: 16 Boxes Vessel Strength: Moderate / High (With Refit) Vessel Maintenance: Low Requirement Recommended Difficulty: Normal-Medium Recommended Crew Experience: Any Notable Features: - x6 Turret Hardpoints - Moderate Reserve Ammunition Storage - Compact Power Grid - Advanced Reactor - Engineering Bay - Small Medical Bay - Simple Drain Hatches Weapon Systems: - x3 Coilgun (Turret-Mount) - x3 Empty Hardpoint (Turret-Mount) - x1 Discharge Coil (Integral) Stock Reactor Trim: 0.02 - 75 Official Guide to EK Submarines

14,281 téléchargements Détails →
Waifu addonpack 老婆装备包 – Barotrauma Mod

Waifu addonpack 老婆装备包

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Including: A diving suit: 10k pressure protection, unlimited oxygen, swim faster but received more damage 1 pistol : faster firerate 1 SMG: faster firerate with flashlight 3 Helmet Bunny ear 3 long hair with 2 color 1 backpack Install: This mod do not need copy and paste,just install like other mod 内含: 一套潜水服 :10k 压力,无限氧气,随身携带,游得更快但是承受双倍伤害 一把手枪: 射速快 用左轮子弹 一把冲锋枪: 射速快,带可开关手电 三个头盔 兔女郎头饰 长发3种2发色 可搬运电磁枪弹药的背包 安装: 不需要手动和其他mod一样安装

17,416 téléchargements Détails →
Hunter's Husk Job – Barotrauma Mod

Hunter's Husk Job

par 76561198027060856

Hunter's Husk Job My first time tackling Lua for Barotrauma, was tired of the vanilla and all the meme jobs so here's my attempt at creating something new and refreshing. REQUIREMENTS Requires Server & Client-side LUA with C# Scripts enabled Hunter's Genetics - Base Features Job: Husk Assignment: The husk has decided that humans have friend shape, and are therefore friends. It will do anything for it's newfound family. Lore: A rotting corpse stuffed into an ancient diver's suit, it drifted in through the airlock and never bothered to leave. No one knows what it wants—if it even wants anything at all. It lingers in the corridors, occasionally twitching, occasionally drooling a dark, viscous fluid that smells faintly of brine. Some say it clicks softly at night, a hollow sound that rattles the bulkheads. Whatever it once was, now it’s something else, and it’s decided to stay. Stats: Max Number: 1 (More than one doesn't benefit the crew) Vitality: 200 Weapons: 5 - 10 Mechanical: 5 - 10 Electrical: 5 - 10 Medical: 5 - 10 Helm: 5 - 10 Talents: The talent tree focuses heavily on assisting humans in their duties Exosuit specialization: The husk has realised the weakness of it's flesh, and is disgusted by it. This skill-tree builds up to becoming the exosuit variant of the husks. The Exosuit should work like a permanent Exosuit that doesn't require a power source. Chimera specialization: Following the safe path of it's ancestors, the husk decides to become a trudging heap of flesh and limbs. This skill-tree builds up to becoming the chimera variant of the husks. Craft the husk slug in a medical fabricator Apply it using the medical overview (H) Prowler specialization: A mix of speed, agility, and vitality. The husk can at will grow additional limbs to quickly deal with hostile fauna. Compatible with Hunter's Genetics - Husks Hunter's Genetics - Mudraptors Notes - Mute/unmute husks using !togglemutehusks, useful when you need to issue commands in singleplayer or you just want to be immersion breaking. This does not affect other species or the vanilla husk infection. - Chimera and Prowler might not activate some automated doors due to them not recognizing monsters. - Normal human medication will not heal you due to your specialized physiology, it may in-fact be detrimental to your health so be careful. - To transform into the Exosuit form, you'll have to enter a Exosuit. - The Chimera can jump straight up (or in your movement direction) by holding W for a second. - To transform into a Chimera, you'll have to craft the husk slug, and borrow the body of a friend (on your crew) - The prowler can transform between normal husk by ragdolling for 10 seconds. Integrated mods - Tired of manually toggling voice in your campaign? Head on over to and grab Enable Husk voice - Love Chimera Remake and want to be a bigger, badder, chimera? Get the patch mod here Not compatible with mods - Hungry Europans - Enforced Found a non compatible mod? Comment below and I will add it to the list! Planned features - None so far GET LUA HERE AND FOLLOW THE INSTRUCTIONS Troubleshooting - Can't spawn in as husk? Probably missing server-side Lua. - Can't transform to/from prowler? Probably missing client-side Lua. - Can't jump as Chimera or Prowler? Probably missing client-side Lua.

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Doctor Javier's Surgical Bomb - NT Expansion – Barotrauma Mod

Doctor Javier's Surgical Bomb - NT Expansion

par 76561198434643316

Welcome to Dr. Javier's line of medical products Have you ever been wondering "Hmm, I just want to make that guy explode", and now you can with my new invention! Just take a stick of UEX, a wi-fi component, and some duct tape then throw it in your trusty fabricator and voila, a surgery bomb! Follow my video above so you viewers at home can detonate an explosive from within someone's bowels from the comfort of your own submarine. See you next time. NOTICE: THE VIDEOS AND GIFS ARE OUTDATED! THEY WILL BE REPLACED SOON Guidebook Unsure of what to do with your new bomb? Dr. Javier has got you covered with his official guidebook! ---------------------------------------------------------------------------------------------------- This mod adds 8 new items. This guidebook will cover their functions. Author: Dr. Javier Here are all the surgical bombs. They have the same explosion power of what you make it out of. The last one is MY explosive, explosion power is comparable to a thermonuclear warhead. The surgical bomb detonator. Craftable with 1 detonator and a Wi-Fi component. The red big button detonates all targets with surgical bombs. (Type !detonate to detonate specific targets.) Pliers. You can take surgical bombs out of patients who contain them. There's a video on how to perform the removal procedure. Craftable with just a single piece of iron. You'll need a medical fabricator. You should also take a look at my other inventions: Dr. Javier's Medical Arsenal Dr. Javier's Nitroglycerin

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