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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.

Colonial Fleet SMX-25 – Barotrauma Mod

Colonial Fleet SMX-25

par 76561198843821480

All Language Supported! If you like it, please give me a thumb up! thank you! Notice If you want to switch to this sub in an existing campaign, DON'T select the checkbox of "transfer all items to new submarine", otherwise the drone will simply disappear, and its docking port will cause a lot of trouble. Background Story The SMX-25 prototype, the "Advance", was built during the Golden Age of Human Exploration in Europa, and was part of the former Colonial Fleet. It was one of the few high-performance submarines designed and built to the standards of old Earth space warships in the Europan ocean. Unfortunately, due to its high cost of use, it has only participated in a handful of abyssal beast hunting missions since its service before being permanently sealed. In July 22xx, the ship was found and salvaged by Zyleand Shipyard in an abandoned military base only 1km from the Europa surface. Thanks to the high design standards of SMX-25, its essential systems were not irreversibly damaged, though its storage devices were almost completely erased of valuable information due to prolonged exposure to Jovian radiation. After a quick in-field repair, this old-age submarine, which had been dormant for nearly a century, was finally able to make its presence felt in the frozen ocean once again Basic Information Item number: 924(including drones) Price: 8500mk Size: 61x12m Weapon: 3 chain guns, 1 fission laser main gun, 4 auto discharger, 1 depth charge launcher Cargo: 30 crates Max forward speed: 35km/h Max diving speed: 18km/h Recommended crew number: 4-12 Notable Features Modified chain gun: - The warm-up time reduced to 0.5s and use coilgun ammo instead. - However, the power consumption is increased and fire rate of chain gun is reduced by 33%. Pulse laser main gun: - The firing of main gun can be stopped any time, but it will only be available until it is fully recharged. - The main gun is charged by a special reactor on the bow, and it takes 11 uranium fuel rods to completely recharge the main gun capacitor. A periscope-controlled combat drone, double click to switch between move and fire mode. Fast fabrication/deconstruction system, 4 times faster fabricate/deconstruct speed, lower the skill requirement to fabricate by 20%. The submarine has an auxiliary engine, which cannot be turned on for a long time before it is fully upgraded, and the speed can reach 50km/h when it is turned on. Since the cargo hold is a relatively weak point of this sub, so I made it possible to operate this sub there (? ? ? ). An omni-id-card in command room, can open every doors/cabinet of wreck/outpost/pirate sub in vanilla game. Flora-proofed ballast. Backup battery array. The cargo hold still retains a large number of old-time crates, although its safety measures have all been damaged and cannot be opened, but there are still many merchants willing to pay a high price to buy. Afterword The shape of this ship is inspired by the realistic concept submarine SMX-25. Btw, I don't know whether it's the Steam server or some other problem, I can't reply to your questions in the comment section, but I’ll still check your message or feedback from time to time, so feel free to leave a comment.

7,950 téléchargements Détails →
NT BrainTrans (BETA) – Barotrauma Mod

NT BrainTrans (BETA)

par 76561198280027481

Attention! The mod is currently in testing. We (me and me again) decided to release it in a test format, following the best traditions of modern game development: giving players a chance to try it out, evaluate it, and provide their feedback. We look forward to your reviews and bug reports! Description This mod overhauls the standard brain transplantation system in the Neurotrauma mod, introducing a unique personality preservation mechanic. Now, when your brain is transplanted into a new body, all your character's data is preserved, including profession, skills, talents, and accumulated experience. Instead of losing all your character's achievements after death, you will be able to continue the game, keeping their stats. This is especially useful in Ironman and Permadeath modes, where the loss of a body doesn't mean the inevitable death of your character. If your body cannot be saved, but the brain can still be transplanted — this is a chance for a fresh start with the same skills and knowledge. INSTALLATION: - Install Lua for Barotrauma. - Make sure the "Enable CSharp Scripting" option is enabled in the settings, otherwise, the mod will not work. - Enable the mod in the mod list — the load order does not affect its functionality. - You're all set! Your character may lose their body, but their mind and skills will stay with you! I think we should get a few more brain vessels... Oh! I mean assistants! Also check my other mods: BetterHealthUI (Updated) Robotrauma (Afflictions Override) Neurotrauma Transference (Robotrauma Afflictions Override support)

10,419 téléchargements Détails →
IO Storage – Barotrauma Mod

IO Storage

par 76561198380639299

Features = Data Storage Box & Data Storage Terminal = 1. Various containers can now be configured as "IO Storage Boxes" via XML. This allows multiple different items to be converted into data cards as a single entity, significantly optimizing client and server performance. Example: Pushing items to a data card that already contains similar deconstructed materials. 2. Added a Data Storage Sorting Terminal, which supports storing items by consuming power. Compatible with most modded fabricators; simply link them to read internal items. Supports parameter tuning in the submarine editor. When returning from a scavenging run, simply put your data cards and various containers into the terminal to quickly read and sort the internal items. Note: When switching submarines, the terminal will automatically be transferred to the new sub. = Virtual Stacking = 1. Various containers can now be configured with virtual stacking functionality via XML, meaning massive item stacking no longer drains performance. Example: Deconstructor use case with virtual stacking. 2. When holding a container that supports virtual stacking, you can quickly transfer the entire stack of items. 3. One-click transfer of items from the held container to a fixed container. (Requires IO Storage - Item Push Button) 4. ALT + Left Double Click allows you to take out a full stack of items from the virtual count, bypassing the item entity limit. 5. When the virtual stacking container's maximum reserved item entity limit is set to 1, a vanilla-like mode will be activated. (IO Storage - Cabinets) Note: When switching submarines, virtual stacked items inside fixed containers on the sub will automatically be packed into disposable data cards and boxed up for transport to the new sub. 6. Virtual Stacking Tuner Allows you to adjust the lower and upper limits of exposed items for virtual stacking in real-time while in-game, accommodating various needs. The above features are all compatible with Fabricator/Deconstructor read/write, and NPC Shops/Outpost upgrades And of course, Item Finders = QOL Improvements = Fabricators will now display materials that you have but are in insufficient quantities. (can recognize items inside data cards/storage terminals) Planning to expand with more storage-related features in the future, stay tuned for... a bunch of bugs! Recommended for use with Item Profiler . Not compatible with single-player mode. If you want to play alone, please use the "Create Server" function. Known Issues: There is a small chance that some items may be lost during conversion when the server is lagging. (not reproducible) Sub-mods: IO Storage - Item Push Button IO Storage - StackBox Virtualizer IO Storage - Sample Variant IO Storage - Cabinets IO Storage - Cabinets IO Storage - Belt Texture/Code reference: TGM Database IO If you just want to bypass the inventory management and cheat, use this in-game console command to spawn a terminal that requires absolutely zero power: "spawnitem IOStorageTerminalFixedDebug inventory" This mod was designed for personal use. However, if you encounter any problems or have suggestions, feel free to leave a comment or send a private message.

13,261 téléchargements Détails →
Warhammer - Commissar outfit – Barotrauma Mod

Warhammer - Commissar outfit

par 76561198335391165

- A simple mod that add a commissar uniform and cap

7,133 téléchargements Détails →

中文人名(木萌)

par 76561198986988532

简介 简体中文人名,男性名1100个,女性名700个,中性名120个,姓氏130个 名字来自上海南洋公学高中部在1947-1949年间的学生列表 应该去掉了存在时代背景的名字(如“光祖”“伟国”之类的),如果还有评论区告诉我 使用方法 mod排序(请把本mod和木萌放在一起, 中间不要夹任何其它mod) -简体中文人名- -木萌 -其它mod 兼容性 该中文人名仅能和木卫二萌化计划一起使用 当前版本2.1.0

10,982 téléchargements Détails →
BT-EW-T.S.M EventSet ALPHA – Barotrauma Mod

BT-EW-T.S.M EventSet ALPHA

par 76561198121198202

Modified BaroTraumatic eventset, adding spawns for creatures from Enhanced Husks, EuropaWar, and T.S.M MISSIONS-问君此去几时还 Changes: - Some new missions - New item: Duffel Bag Storage Cabinet - Alien artifacts will spawn in cave / path - Small creatures will spawn from submarine vents - Pirates, Husks, and Clowns will invade submarines via ballast tanks / airlocks - Hydrothermal Wastes waters are scalding hot - Increased number of endgame enemies, accompanied by persistent radiation sickness Override: - Most vanilla creatures (ensuring their stats align with the vanilla game, as BT and EH stats may be outdated) - EventManagerSettings Load Order: - BT-EW-T.S.M EventSet ALPHA - Barotraumatic - BT-EW-T.S.M EventSet ALPHA - EuropaWar

10,724 téléchargements Détails →

移除洋流

par 76561198303746002

移除了原版航线上和洞穴里的洋流

11,605 téléchargements Détails →
EK Vessun Mk-II – Barotrauma Mod

EK Vessun Mk-II

par 76561198059085511

Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. EK 'Vessun' Mk-II Prisoner Transport Go to jail, do not pass go, do not collect 200 marks "The 'Vessun' is a modified coalition heavy frigate. Retrofitted with a large cell block in-place of it's shuttle bay, the Vessun class was an attempt to standardize and streamline the secure transportation of high-value prisoners. It is not entirely uncommon for these vessels to be used in raids on separatist outposts. Reinforced against potential hull damage, and equipped with a dedicated backup life support system; the central brig has 3 cells capable of holding 6 total prisoners." Role: Attack ( Patrol / Prisoner Transport ) Tier: 2 Price: 29,500 Mk Recommended Crew: 6 - 8 Size: 49x14m Horizontal Speed: 19 ( 21 with upgrades ) Vertical Speed: -19,23 Cargo Capacity: 24 Boxes Magazine Capacity: 15 Boxes, 9 shells Vessel Strength: Medium Vessel Maintenance: Normal / Small-Crew Recommended Difficulty: Medium Recommended Crew Experience: Experienced Notable Features: - Onboard cell block - Engineering room - Medbay - Armory - Docking port power transfer - Drainage duct system Weapon Systems: - x3 Coilgun (Turret-Mount) - x1 Empty Hardpoint (Turret-Mount) - x1 Depth Charge Launcher (Fixed-Mount) Stock Reactor Controller Trim: 0.0166 - 75 Stock Battery Controller Trim: 101 - 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? - Fair warning that I only did fairly basic AI and campaign testing for this one, as I couldn't really get a crew together to do any multiplayer campaign testing. Remember: AI don't know how to remotely operate the cell doors. I will probably be doing a smattering of various small-crew T1 and T2 subs in the immediate future. Some of which being more Jovian and small industrial ships, and some scout ships. -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 )

11,291 téléchargements Détails →
Hungry Europans Expansion – Barotrauma Mod

Hungry Europans Expansion

par 76561199030200610

ATTENTION! This mod will be abandoned until we have time to develop it. This expansion adds some new food! Simple! The mod "Hungry Europans Expansion" is currently an alpha version, but it will be updated! Load order: - Hungry Europans Expansion - Hungry Europans This mod adds: - Cheese pizza (and it's slices) - Vegetable pizza (and it's slices) - Salad "The worker" - Rice - Dumplings - "Spotshroom" - 4 new milkshakes - 3 new drinks - 1 new ice cream - Bubbleberry Cake - Blini - Pancakes - Kvass - And much more ----------------------- And also some features! Pay attention: mod is in alpha and also is created by 3 rookies and in future will be updated. Don't judge too harsh, please.

10,373 téléchargements Détails →
Extra Clothes (Discontinued) – Barotrauma Mod

Extra Clothes (Discontinued)

par 76561198009349857

This mod does not work with current version of Barotrauma, and I will not be updating it until the developers fix the fabricator's ability to support mod items. I am referring to the bug that has existed since the introduction of fabrication, and has been prematurely closed, re-opened and de-prioritized by the developers: https://github.com/Regalis11/Barotrauma/issues/3540 Until they fix this bug (they won't), I won't be playing this game, and have no drive to update any of my mods. If anyone wants to take over this mod, feel free to take, update, re-release it in the workshop as your own. Leave a comment down below, and I will add a link to direct people to your version of the mod. Original description: Medic's Fatigues are dominating Europa's fashion industry - they're stylish, but also provide protection and pockets for happy juice. No other attire has been able to compete... until now. Introducing Extra Clothes - upgraded variants of job-specific clothing that offers relevant protection and functionality: Doctor: Combat Medic: - 4 pockets for medical items only - gunshotwound: 0.75 damage - bitewounds: 0.75 damage - huskinfection: 0.85 damage, 0.5 probability - bleeding: 0.9 damage Toxin specialist: - 6 pockets for chemical items only - gunshotwound: 0.75 damage - bitewounds: 0.75 damage - huskinfection: 0.75 damage, 0.5 probability - bleeding: 0.85 damage Mechanic: Boat Mechanic - wrist-mounted flashlight and a battery slot to power it. Weaker than a regular flashlight, but uses 1/4 of the power - gunshotwound: 0.8 damage - bitewounds: 0.8 damage - lascerations: 0.4 damage - burn: 0.9 Heavy Machinery Mechanic - 2 tool pockets (plasma cutter, welder, wrench) - gunshotwound: 0.8 damage - bitewounds: 0.8 damage - lascerations: 0.4 damage - burn: 0.9 damage Engineer: Systems and Control Engineer - Battery slot for recharging - gunshotwound: 0.8 damage - bitewounds: 0.8 damage - burn: 0.4 damage - lascerations: 0.9 damage Microelectronics Engineer - 3 pockets for screw driver, wires, components, fuel rods - gunshotwound: 0.8 damage - bitewounds: 0.8 damage - burn: 0.4 damage - lascerations: 0.9 damage Security: Marine - 1 pocket for weapon or ammunition - blunttrauma: 0.6 - lacerations: 0.6 - gunshotwound: 0.6 - bitewounds: 0.25 Navy Seal - 4 pockets for ammunition - blunttrauma: 0.6 - lacerations: 0.6 - gunshotwound: 0.6 - bitewounds: 0.25 Captain: Pioneer - revolver holster - blunttrauma: 0.9 - lacerations: 0.9 - gunshotwound: 0.9 - bitewounds: 0.9 - movement speed - psychosis resistance Old Guard - 21 pockets for tobacco - blunttrauma: 0.9 - lacerations: 0.9 - gunshotwound: 0.9 - bitewounds: 0.9 - movement speed - psychosis resistance Notes on mod compatibility: - Security and Captain uniforms are compatible with EK Armory

5,919 téléchargements Détails →
Minecraft DLC – Barotrauma Mod

Minecraft DLC

par 76561198027323474

This mod adds a host of new unique assets with a Minecraft theme, complete with a fully functional Minecraft Dugong as demonstration. All of the new assets are easy to use and available in the sub editor, and they include: Shells: Stone Bricks (200hp) Wood Planks (75hp) Glass Blocks (50hp) Decorative: Bookshelf Blocks Red Bed item Frame Torch Redstone Torch Soul Torch Wooden Ladders Jack o' Lanterns Paintings! New Electrics: Battery Blocks Junction Blocks Coilgun Droppers Furnace Deconstructor Crafting Table Fabricator Furnace Reactor Doors: Wooden Trapdoor Wooden Door Containers: Single Chest Double Chest Ender Chest Supplies Barrel And a unique weapon that can only be found on the Minecraft Dugong, the diamond sword. (Want to craft your own? Try https://steamcommunity.com/sharedfiles/filedetails/?id=2670784199 ) Why did you make this? I thought it'd be cute. How long did it take? haha

7,753 téléchargements Détails →
Background Walls (Textures by PhilipK) – Barotrauma Mod

Background Walls (Textures by PhilipK)

par 76561198317218866

A package of 98 new background walls. All textures I used for this package (some may be familiar to you from the game "Natural Selection") have been created by Philip Klevestav and had been released as "PK01, PK02 and Ancient Collection Texture packages" under the Creative Commons Attribution 3.0 Unported Licence to the public many years ago. Please honor his work and stick to this licence if you use his work in your mod. Please inform me in the comments below about bugs or potential for improvements you encounter. Thank you.

7,096 téléchargements Détails →
THG Armory - 'Vanilla' Throwing Weapon Pack – Barotrauma Mod

THG Armory - 'Vanilla' Throwing Weapon Pack

par 76561198148077514

Adds a variety of roughly vanilla balanced and stylized throwing weapons, ranging from silly to serious. Many can even be plucked from your enemies and used again! NOTICE! Throwing weapons DO NOT like to be drag and dropped! You will likely lose weapons frequently, and their price is adjusted to be very cheap as a result in order to increase their practicality. To get full stacks from fabricators, DOUBLE CLICK to transfer it to your inventory, do NOT drag and drop. EDIT- on the experimental build, the double clicking function still doesn't work. This mod may be slightly broken in the future. THE RUNDOWN: Throwing Dagger - A fairly damaging, well-balanced steel knife designed to be chucked into a target blade-first. Deals devastating wounds, but it's easily deterred by thick armor. Throwing Star - Lightweight steel bladed stars, less damaging than knives but easier to throw and store in larger quantities. Throwing Dart = Light aluminium darts, designed more for games than combat, though they're still more than capable of poking out an eye. Very easy to throw and store in huge quantities and cheap to make, but not particularly deadly. Throwing Lump - Mankind's oldest weapon - a roughly fist-sized chunk of heavy material. Good for cracking craniums, in large quantities. Paper Ball - A crumpled-up ball of processed carbon, good for annoying crewmates, bad for killing bloodthirsty sea creatures. Chuckin' Bottle - A once wonderful bottle of rum, now devoid of it's original purpose, makes for a decent stunning device when applied directly to whatever you want to conk out's forehead. A favorite of captains in charge of rookie crews.

8,203 téléchargements Détails →
Humpback Großreinigung – Barotrauma Mod

Humpback Großreinigung

par 76561198012344899

Deep modernization of the Humpback, based on idea of preserving the location of all nodes of the original submarine. This is the fourth iteration of my "Humpback", which incorporates 4 years of experience The general list of changes: - Completely redesigned wiring - Flood prevention system, gunnery room completely isolated - Torpedo hatch with TV-command torpedo - Timer counting the real time of your game session in seconds - A combat shuttle duplicating the ship's systems - Comfortable lighting - Redesigned gun control system: firing cut-offs, but low capacitance capacitors. - Added a depth charge drop mechanism and discharge coils - Full support for Russian\English languages - The ability to exit through the upper hatch - Diving suit shelves in each compartment - A punishment cell with jokes and explosions - "Quickloader" for railgun - Outdoor and indoor light switch - You can read tips about how to use this submarine at full potential in the "INFO" terminal, right at the sub entrance. J version is for average missions, it has more starting items and submarine already repaired. That's all, all the text below is random thoughts: -Isn't this sub OP? Even with redesigned wiring, an extra 4th gun, and a redesigned drain (which would prevent bottom-up flooding) "Humpback" would already be much better than the stock version. This mod inherently gives you additional, and in the case of the torpedo, even unique, gameplay, saves a lot of time running from fabricators to crates and generally increase quality of life. As you can see from the last screenshot, sub was nerfed a lot, I removed a few pumps, 1 gun, reduced the speed of the pumps, cut the left ballast and even tried to balance the power consumption, so I can say that this is a pretty good sub for vanilla experience, at least from the gameplay side, especially if you're a average person and can only invite 1-2 friends. The only really bad thing about this sub is that you almost can't improve it. When you take the stock Humpback you rewire it, change the lights to white, rewire oxygen generator to battery, and the right pump turns into ballast and maybe something else. Here you have everything maxed-up, so the only thing you can offer curious person, is to find everything that can be used in the submarine, and use it. -Why is there anime as a preview? Anime works amazingly well for getting attention, look at how the last sub gathered 69 likes, in almost a year, and the previous iteration 5 in 2 years. I respect my work, even if it is a useless 0 money per hour work. In general, the decision to continue the work came when I received this message: "cool submarine, but the red is cringe" and I only can agree with him, because the previous submarines were colored like the real Humpback, black and white, and the Ehrenwert version was colored by «Roon» colors, and here I have on my desktop a silver-haired Noelle as a wallpaper, neurons was activated and I thought: I will repair everything I can, tweak the design on how much my brain allows me, and post last iteration of the Humpback "(I really hope it is the last one) Well, I fixed everything I wanted, it turned out that the torpedoes only explode with a c-4 explosion, not nuclear. Now you can blow up your sub along with the crew, or oneshot Charybdis, "high risk - high reward". Torpedo can be refilled in outposts. The hatch also took an insane amount of time to calibrate, but now it doesn't seem to jam at all. I had to pull everything alien out of the shuttle because anything from alien ruins seems to make random sounds like psychosis do, so I decided to rework the design, leaving the reactor still perpetual. Because of the old submarine base, it turned out that the outer walls have different HP, all the walls get vanilla HP at the moment(except insides and hatch). Gave the captain a normal engine booster and depth charge, instead of an engineering booster, that only goes forward. Whoever has the brains to turn off this booster, that is turned on by default and use it when necessary, will be able to get away from so many fights. Powered lights and all the O2 generator for diving suits, they can be now turned off, which saves a lot of energy. The submarine name is spelled as Grossreingung. It stands for noelle main skill and can be translated as "major cleaning" And bots… They now can fix everything, even shuttle engine. If you read this far and do not regret wasting your time, give me a "wholesome" reward and I will know that there is a «chel» in the world, and he is «horosh». Assets used: Torpedoes: https://steamcommunity.com/sharedfiles/filedetails/?id=2414548653 Torpedo hatch wiring: https://steamcommunity.com/sharedfiles/filedetails/?id=2445826783 Top hatch wiring: https://steamcommunity.com/sharedfiles/filedetails/?id=2309484889 Periscopes wiring: https://steamcommunity.com/sharedfiles/filedetails/?id=2544321872 Passive sonar in command room idea: https://steamcommunity.com/sharedfiles/filedetails/?id=2558586020 Design of command room: https://steamcommunity.com/sharedfiles/filedetails/?id=2896851111 Chaingun loader and discharge coil for shuttle: https://steamcommunity.com/sharedfiles/filedetails/?id=3175095773 Previous iterations: 2022 Ehrenwhert: https://steamcommunity.com/sharedfiles/filedetails/?id=2727989243 2021 Vollkommen: https://steamcommunity.com/sharedfiles/filedetails/?id=2298077750 2020 Revalorise: https://steamcommunity.com/sharedfiles/filedetails/?id=2222379682 There will be no new one in 2024, this one is last for sure.

8,248 téléchargements Détails →
[Old] EK Gladius Mk-II – Barotrauma Mod

[Old] EK Gladius Mk-II

par 76561198059085511

Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. Gladius Mk-II Independent Military Vessel The Gladius class attack submarine was designed by the Europan Independent Marine as an escort and long-duration patrol vessel. The hullform features a prominent ramming prow with an experimental spinal heavy pulse laser, as well as point defense coilguns. Though outfitted with most of the standard crew amenities, the design simplicity of its vital systems allows the entire vessel to be run from a relatively small 5000kw reactor. Role: Attack ( Patrol Vessel ) Price: 14,000 Mk Recommended Crew: 5 - 10 Size: 48x14m Cargo Capacity: 16 Boxes Vessel Strength: Medium Vessel Maintenance: Standard / Small-Crew Recommended Difficulty: Medium Recommended Crew Experience: Any Notable Features: - Experimental Heavy Pulse Laser - Simple Electrical System - Engineering Bay - Medical Bay - Heavy Armory - Centralized Ammunition Storage - Ballast Repair Safety Tag-out Weapon Systems: - x4 Coilgun (Turret-Mount) - x1 Empty Hardpoint (Turret-Mount) - x1 Heavy Pulse Laser (Integral) Stock Reactor Trim: 0.02 - 75 Official Guide to EK Submarines

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Meaningful Upgrades CN – Barotrauma Mod

Meaningful Upgrades CN

par 76561198202959547

为Meaningful Upgrades添加了简体中文汉化,这是一种外挂的汉化,里面不包含本体。 需要安装原mod,将此mod放置于原mod之后并勾选。 写了一篇简单的汉化mod制作教程,大家可以参考参考:https://www.cnblogs.com/darthcy/p/15599431.html

8,320 téléchargements Détails →
Ozone Weapons Pack – Barotrauma Mod

Ozone Weapons Pack

par 76561198210766189

Ozone Manufacturing has been hard at work in the past year to bring YOU - the people of Europa - a diverse and effective array of armaments straight from the minds of the moon's greatest whiteboard visionaries. Each weapon has been hand-crafted with the best materials and processes to put power BACK in the hands of the people! Arm yourself, Europa! Features the... LONG RANGE ANTI-SHIP CANNON - A large, heavy, expensive railgun capable of firing a diverse selection of shell types, from armor-piercing to nuclear! TEMPEST RAM LAUNCHER - A compact, magazine-fed unguided rocket launcher that packs a punch in exchange for expensive ammunition. TRIDENT CLOSE-IN WEAPON SYSTEM - A sizable rotary chain-fed machine gun which utilizes the same ammunition as the already common Chaingun, making it versatile without compromising on firepower. More weapons are sure to come in the future! Each of these weapons can be subscribed to individually in case you want only one or a couple of these weapons! Workshop links: Long Range Anti-Ship Cannon Tempest Rolling Airframe Missile Launcher Trident Close-In Weapon System

9,719 téléchargements Détails →
Endgame Reforged – Barotrauma Mod

Endgame Reforged

par 76561198203688288

■Description This mod increases the difficulty of the Endgame by enhancing enemy forces and introducing two new types of mid-bosses. ■Note While respecting the original map of Eye of Europa, this mod aims to offer a fresh twist for players who are looking for a bit more variety after runs through the familiar endgame map. You can add or remove them without issue, even while a campaign is in progress.(even in eye of europa) Any changes made to the endgame maps in future updates will not be reflected in this mod's endgame maps. Because this mod replaces the endgame maps, it is not fully compatible with other mods that replace endgame maps. override the OutpostConfig identifiers endoutpostentrance, endoutpostmid, and endoutpostfinal in the vanilla "OutpostGenerationParameters.xml". (However, I don't think it causes errors, just changes which maps are loaded depending on the loading order.) The size of the submarine that can enter is 73 x 45m. ■Re-editing TIPS You can also localize this mod, then remove it (to prevent double overwriting), and use the submarine editor to edit each of the three "EndOutpost_*_edited" maps introduced by the localized mod, allowing you to easily edit the endgame.

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晨曦 指挥型巡洋舰 – Barotrauma Mod

晨曦 指挥型巡洋舰

par 76561198919491398

晨曦 指挥型巡洋舰 极光工业专为指挥舰队作战设计的大型巡洋舰。首次在船上搭载了辅助AI,AI能够使用自动近防炮与电击线圈杀伤靠近的敌人。 晨曦 上配有重型速射炮、钢失近防炮与一门聚焦光束炮。聚焦光束炮由此前于南十字天佑上的光矛改进而来,可在一定角度内旋转。另有自动近防炮阵列,覆盖了船上下方向大部分区域。可选择开启自动近防炮阵列。 尽管船体十分巨大,得益于诸多自动化设计,晨曦所需要的船员数大大减少。若船长指挥得当,这将是一座坚不可摧的堡垒。 价格:30,000mk(反正也没法直接用她开局,价格高一些也没什么问题吧?) 规格:79×22米 载货量:52箱 推荐人数:4-8人

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ClownOTrauma – Barotrauma Mod

ClownOTrauma

par 76561198035244730

Check out my other Job mod, Botanophobia: https://steamcommunity.com/sharedfiles/filedetails/?id=2972500944 Looking for a sub for all your new jobs? https://steamcommunity.com/sharedfiles/filedetails/?id=3000745479 A Video of some of the Chaos to expect from the mod, Clown-O-Trauma outpost recovery gone wrong: https://youtu.be/1OeGutBfFWA?si=4qZ2SHjeDvetGonA&t=156 Ever felt the humble Clown needed more to work with? This in-progress mod adds a ton of content in the form of Items, talents and creatures to give you not only the greatest show on Europa but a valuable, flexible and somewhat insane crew member. This Mod includes: * New Job - Child of the Honkmother. * New Talents!. * New Missions! * New Items - From the humble Super Bike Horn to the Travelling Circus we got you covered! There's something for everyone to annoy the crew with. * New Creatures - Ever wanted to see a Clown Crawler? How about a Sea Clown that boards your sub? Me neither but I included it anyways. Undead Clown Zombie servants? Got you covered. * New Afflictions - Some new sicknesses have made their way to Europa, watch out for Clowncosis or the more sinister Clown Zombie Infection... * A new Sub, the Clownsuk. Clown engineering has been hard at work creating vessels to spread the Honkmothers word. * (Coming Soon) - Quests, who are the Childen of the Honkmother and what do they want? You may have to delve deeper into this insanity to find out... Clown-O-Trauma focuses on expanding the Clown with setting the content in a H.P Lovecraft Eldritch Religion. I'm a fan of the idea that the Honkmother is a cult following rather than the in-game faction description that clowns are just unorganised pranksters. Themes such as strong drug use, psychosis and self-infection with husk are not only encouraged, they are required for you to get the most out of your specialisations. What's Included? * Clownderbuss - Part Horn, Part Trumpet, this bad boy can fit some fat rounds in it. It is essentially part shotgun, part flak gun and incredibly dangerous to friend or foe. You would have to be mad to use this in a tight space. * Super Bike Horn - Do not be fooled, this is one of the most diabolical creations Clown science has created. Don't believe me? Put one down on the floor and run over it. Now fill an entire room with them. You will know nothing but unending laughs and frustration. Affects friend and foe alike. * The Travelling Circus - Clown science noted most clowns cannot fulfill their duties to the Honkmother if they cannot get access to a Fabricator and a quiet place to create mischief. That's why they created the Travelling Circus for all your Clownery needs. Part Fabricator/Part Storage it can also hide the clever prankster inside making them immune to hostile aggression and damage (but not explosives!). It can be placed down and picked up and keeps its contents. Some particularly clever Clowns have discovered they no longer need to exist inside the Sub, with the patented locking system this bad boy can be placed literally anywhere there is a back wall, including outside the Sub! * Clown Grenades - These come in many forms but can range from Decoys that play Circus music to Meth grenades that gets everyone jacked. Some particularly naughty Clowns have learned how to aerosolize husk eggs into grenade form... * Joke Revolver & Bowling Ball - Stables for any prankster, these are sure to keep your crew on alert. * Clown "Happy" Vest & Suitcase - For when you need explosive entertainment on a budget, either for yourself or to break into the Armory for shits and giggles. * Honkmother's Helmet of Blunt Force Madness - Clown scientist did something no one ever thought of before, they glued some random shit together and made this. It is essentially a Oxygen Tank, a flashlight and a Ballistic Helm all rolled into one. The eyes shoot out a relaxing, if ominous, red light. * Honkmother's Body Armor of Blunt Force Madness - Clown related work injuries have been at an all time high recently, thus standard issue Clown safety armor has been issues to all frontline Clowns for their protection. About as good as standard body armor but with a twist, it has pockets. Truly revolutionary. Ohh and it also has a stun effect on hit for the fully qualified Clown. * Clown B.A.T - Also know as the (B)rutality (A)dministration (T)ool, this fine stick of wood deals massive blunt damage and some organ damage. * Clown Buttons and Sirens - For added effect when you want to feel like your running a Circus. * Clussy Honkmother Posters - Praise the Honkmother, HONK! * Clown Crawler - After hearing that assistants seem to have an affinity for taming Mudraptors Clown science asked themselves if they could do the same thing, so they went and chloral hydrate'ed some Crawlers, painted them in Clown colors and pressed them into service for the Honkmother. A side effect is they now make adorable honking noises. * Fake Cigars - Mess with the crew or assasinate that annoying crewmember with new and deadly Cigars! * Invisible Mime wall - Troll your enemies and allies alike with this impassable and mostly bullet proof wall for the Mime! * Cultist Tools - Resurrect the dead, including your own allies! Make them your pets and equip them with armor and weapons! Use Blood knives to create various other blood instruments of unholy work. Craftable at the Blood Altar. Disclaimer: The Russian translations were done with Google Translate. Credits to Mods I've borrowed from: Thalassophobia: Remastered - One of the greatest mods. The bowling ball and joke pistol are from this. https://steamcommunity.com/sharedfiles/filedetails/?id=2706543497 Clown_crawler - The Clown Crawler sprite is from this mod, I'm working on a replacement but my art sucks. https://steamcommunity.com/sharedfiles/filedetails/?id=2400954119 Development You are free to use whatever you want from this mod with no restrictions but some credit would be nice (unless its something originally from another mod). I have included the GIMP spritesheet (xcf) file in the mod root directory so you can add/extract specific sprites as you want. Known Issues: Recently (07/08/2023) I reworked the starting ability to be in Clown-O-Trauma instead of using the Vanilla clown power ability. This actually broke the talent tree for the Clown Job in our campaign. If this occurs you will need to either save edit the talent out or, my recommendation, create a new character and edit the save to give the affected person their talent points back. This issue or another like it shouldn't occur again.

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[ENC] Military Armour & Attire – Barotrauma Mod

[ENC] Military Armour & Attire

par 76561198001664577

This mod adds 8 fatigues to the game for a bit more diversity on what characters look like. The other big function of this mod is that it adds pockets to the fatigues! Each fatigue has 4 pockets on it, and a 5% reduction to bite wounds, lacerations, and bleeding. This is a portion I want to add. I know personally when I play security I am sick of not having any ammo pockets on my armour to carry those extra mags! The armour will have some later game armour that is higher in damage protection, and i want to add a full body padding armour that will reduce incoming bite damage and gun shot wound damage. If any of you have any ideas on what you want, drop me a line in the comments. Currently a select few outposts sell them, but they all will have different prices. Military outposts will have them the cheapest. They should also be able to be sold back to outposts if you craft them. Items should also have a chance of spawning in cabinets on outposts (so get your sticky fingers ready) We have a discord community Caedis and Company. Feel free to join in, and use the bot to add yourself a role for Barotrauma or other games you play! I also have a X (twitter) where I sometimes post updates of my progress, feel free to follow me there for any updates or to message me some ideas. If you want to talk directly with me on discord my username is Kaitodarksnow! I want to start keeping my mods up to date, and finishing them. I will be bringing all my mods up to date for the current game, and even finally finishing some mods I had collecting dust because the modding framework wasn't robust enough to do what I needed. I have a Ko-fi where you can donate money to my efforts and keep me fed and happy to continue my work, but only if you feel inclined to do so. Very VERY clearly the only reason I updated this mod was because of the down votes from the mod being broken. Special shout out to JangoRedpaws for getting the train going! its broken , dislike untill update the mod (I am just kidding, but really if I ever vanish again, and you want to see a mod updated, just drop me a line on Discord!)

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Diving Sounds Overhaul – Barotrauma Mod

Diving Sounds Overhaul

par 76561198879613976

Now you can hear yourself breath in diving suits for more immersion! Breathing will change according to the status of your character(full health, half health, low health, crit, revival) WARNING: Client lua is MANDATORY for this mod to work. Make sure it's installed both on HOST and other players Huge thanks to Evil Factory, Shrek Factory, jia and G.M for helping me out!

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o'Clock Radar / Sonar – Barotrauma Mod

o'Clock Radar / Sonar

par 76561198062784838

//----------------------------------------------------- oClockRadar oClockRadar DegreeRadar //----------------------------------------------------- AKA: Clock/Time positions on the Radar/Sonar terminal for more effective call outs. Does exactly what it says on the tin. The dots represent XX:30 positions. Manual installation Replace: Content/Items/Command/sonarOverlay.png with Mods/oClockRadar/Items/Command/sonarOverlay.png or the embedded image: Now get out there and be a more effective Captain! //-----------------------------------------------------

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Russian Weapons Pack [Мод на Российское Оружие] – Barotrauma Mod

Russian Weapons Pack [Мод на Российское Оружие]

par 76561198160838077

Adds a bunch of Russian Weapons. 3 Assault Rifles. 5 Pistols. 1 Machine Gun. 1 Shotgun. To be more precise: - AK-74 (which comes with a lazer pointer) - AEK-971 - AS "Val" - MP-443 "Grach" - TT-30 "Tokarev" - PM "Makarov" - PL-15 "Lebedev" - Automatic Stechkin Pistol (APS) - PKP "Pecheneg" - Saiga KS-P Additional ammo that comes with the mod is divided into three categories: Rifle Magazines, Pistol Magazines, and Pecheneg Magazine accordingly. Saiga uses default shotgun ammunition. Rifles, so is Pecheneg and Saiga, are only to be found in the military outposts. They can also spawn randomly on stations, and in wrecks, just as all other weapons. Their prices are primarily designated upon their fire rate, accuracy, range, and damage. Saiga has a cheaper price than the usual vanilla shotgun, as it can carry less ammo, and has a shorter range, but it is more effective in close quarters. All pistols are sold at outposts, military stations, and cities, for a similar price, due to their similar nature (all 9mm pistols). Stechkin, however, is a unique automatic pistol, so its value is slightly higher than of others. Every weapon has its own unique sound which comes with it for your more pleasant experience. As well as that all the firearms and magazines are deconstructable, in case you do not need it anymore. More interesting features can be discovered along the way :) This addon is compatible with some of the mods I have tested. Not like it adds a lot anyways, so should be playable with most of them. I hope you would really enjoy this mod, as I have spent quite a while getting it altogether. Report any issues in the comments, and I will try my best to fix it. Any feedback and suggestions are more than welcome. If you did enjoy this mod, please take a second to rate it. Thank you.

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