- Mods
- /
- Barotrauma
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.
Sandbox Menu
par 76561198330692707
Add more content to Livelandr's Sandbox Menu .
[Abandoned] Unlimited Fuel Rod
par 76561198243797688
Unlimited fuel rod for reactor. You can purchase it at any of the outposts. Attention This mod overwrites the reactor code. There may be compatibility issues with other third-party mods for the reactor or with the release of new updates for the reactor from developers. At the time of 15.12.2021, the mod is working stably. endless, infinite, item, fuel, reactor, rod
[AP] Sever
par 76561198031436001
Having obvious simularities with "orca" class submarines,"sever" has nothing to do with it. Sever is a further step of "belfast" class submarines,operating guns of the same system,almost typical for apollo old version of reactor,but subs hull can withstand way more cinetic damage and overall higher levels of pressure. Role: Attack (tier 3) Dimensions: 54x13 Price: 21000 Recommended Crew: 5 - 12 Cargo space: 12 Recommended Crew Experience: Intermediate ═════════════════════════════════════════════ Имея очевидное сходство с подводными лодками класса «косатка», «север» не имеет к ним никакого отношения. «север» - дальнейшая ступень развития идей реализованных в проекте «белфаст». Орудия той же модели, типичный для своей линейки реактор старой модели, корпус из более крепких сплавов, все это позволило осваивать глубины до этого не доступные другим подлодкам. Класс: Боевая (уровень 3) Габариты: 54x13 Цена: 21000 Рекомендуемый размер команды: 5 - 12 Грузоподъемность: 12 Рекомендуемый опыт команды: Бывалые
Coffin
par 76561198042630782
Flood tolerance? Such words describe the bullet-intolerant body of a jellyfish. Safety? A fictional construct created by Big OSHA to sell you "seatbelts" and "hard hats". Firepower? The language of Europa. Enter The Coffin, a submarine that is violence incarnate. Scientists say this menace is capable of careening through the waters at the speed of "Aaah", and that the fully featured engineering suite is loud enough to drown out screaming. With perfect turret coverage and four ammo racks, there's nowhere to hide from this roaring insurance risk. Meticulous care has been taken to ensure that every inch of this sub is within sight of a weapon holder, so that you don't need to fear for your masculinity ever again. Originally this sub had only two turrets, but due to popular demand we doubled it. At four turrets and two loaders, some might say shooting more than two guns at once is impossible. But we all know that if your fingers are fast enough, there's just no such thing as impossible. No internal doors and an open floorplan means that you simply can't get more ballast than this. While the Orca boasts a rapid dive speed, the Coffin laughs, because a real captain knows that the entire sub is a ballast for those who are brave enough. With no unnecessary features like "walls" and "bulkheads" to interrupt the flow of work, the crew can parkour freely. Fancy inventions like ladders are gone too, because what can a ladder do that a tightly bound bundle of cables running to the ceiling can't? What is a liability clause, but a direct challenge? We both know that trimming the airlock down to a brisk eight inches wide was the right choice, and neither lawyers nor Big OSHA can tell us otherwise. Of course, that's not all we did. Why put metal between the crew and the seas they love? A thin glass window in the front lets you stare death in the eyes as you hurtle towards it. And no internal walls means perfect visibility, forcing boarders to fight on your terms. A mudraptor might be an armored nightmare, but it's soiling its armor in fear when it tears through your hull only to realize that it's entered the Coffin. The entire crew has line-of-sight and a mad glint in their eyes, while the last fleeting moments of that mudraptor's life will be spent regretting the day it challenged you. After extensive testing and feedback, the Coffin has been equipped with a solution for dealing with ballast flora. A final solution, you might say, as we've strapped a depth charge loader to the bottom and rigged it up to fire inwards at the push of a button. Furthermore, we have been hearing from you, our valued customers, that a "Dark Mode" stealth option should be considered. Our designers physically retched at this suggestion, and instead opted to add a "Light Mode" button that turns on additional lights bright enough to singe the retinas of every rabid hammerhead in a half mile radius. I'd recommend using these new features with caution, but then, that's not what this sub is made for.
Jlobblet Tweaks
par 76561198057259669
Jlobblet Tweaks is a collection of changes to vanilla aimed at adjusting the vanilla balance of power, and adding convenience. New Outpost Modules Outpost modules with deconstructors and medical fabricators have been added. - Deconstructors can appear in any outpost. - Medical fabricators can appear in research outposts. Changes to Monsters Hammerheads have been changed to make them a bit stronger. They now try to board the submarine to take a bit out of anyone the find, before going back to pummeling it. Stacking Changes Several classes of items have been adjusted to stack to different amounts: - Re-add multiple slots for shotguns, harpoons guns, revolvers, and the syringe gun. - Medical items such as poisons, buffs, and healing items now stack to 4. - Bandages and plastiseal still stack to 8. - Oxygen, oxygenite, welding, and incendium tanks stack to 1. Oxygen sources last twice as long in all diving suits and diving masks to accommodate this change. - Ammo stacks to various amounts. - Revolver rounds stack to 24 - Grenades stack to 4 - Shotgun shells stack to 12 - Stun gun darts stack to 6 - Harpoons stack to 6 Weapon Changes Railguns have been significantly buffed. Normal and physicorium shells can now penetrate armour, making it easier to take out bulky enemies like molochs. Piercing ammo has been nerfed and physicorium ammo has been buffed to make the harder to acquire ammo more powerful. The alien pistol has been souped up to give it a bit more of a punch. Misc Alien artifacts roll less - they shouldn't yeet themselves off cliffs quite so readily, but they can still roll a bit. Mechanic jumpsuits now offer lacerations resistance instead of burns resistance, in line with the damage caused by mechanical repairs. Coilgun ammo can now be combined. Add crafting recipes to metal crates. Crafting recipes have been added to let you craft one wire at a time. Explosive harpoons can now be deconstructed into a harpoon and a C4 block. Into the Abyss Compatibility https://steamcommunity.com/sharedfiles/filedetails/?id=2410930451 Special Thanks Special thanks to Soup Girl for helping with the mod preview image.
NT Pharmacy CN Patch
par 76561198264302063
汉化包简介 由老虎脱粒机汉化组汉化 NT Pharmacy 的外挂汉化包,要连同本体一起订阅。仅包含 NT Pharmacy 汉化,不包含其他。 如果发现问题,请告诉我们,我们会即时修改。 其他 作者简介也没写怎么玩,不过他出了个指南
EK Utilities CN
par 76561198110328388
本mod作用为 EK Utility 汉化 汉化了99%+的文本 不能与原版同时加载 mod链接:https://steamcommunity.com/sharedfiles/filedetails/?id=1946765892 未经授权,如作者要求删除下架,我将立刻删除此mod Without authorization, if the author requests to delete the mod, I will delete it immediately
Enhanced Armaments DynamicEuropa Patch UPDATED
par 76561198385268946
An updated version of the patch made by Micheny, should stop throwing error now Tested on my run and didn't see any problem but let me know if there are any Put this patch above EHA and DE to work. Also is safe to replace the old patch mid-game
[Old] EK Carlos Mk-II
par 76561198059085511
Carlos Mk-II Utility Shuttlecraft This is a standalone upload of the shuttle from Huxley Mk-V https://steamcommunity.com/sharedfiles/filedetails/?id=2257594976 The Carlos is a lightweight shuttlecraft designed for short-range mining operatons and crew transport. Its most noticable feature is a front airlock platform which serves as a small staging ground and storage space outside the shuttle. The Carlos is also equipped with an advanced drone control interface, allowing the shuttle to be piloted entirely remotely with the proper drone control equiptment. Notable Features: - Very compact design - Tool and supplies storage - First-aid cabinet - Exterior Crate Rack - Exterior Oxygen Station - Drone Control Functionality Vessel lacks on-board diving suits. Drone Command Frequency Band: Max rated range: 0.8km Command In: 1751 : { Navigation } Navigation vertical channel 1752 : { Navigation } Navigation horizontal channel 1753 : { Pulse to Toggle } Docking control 1754 : { Pulse to Toggle } Remote command override 1755 : { Pulse to Toggle } Power mainline 1761 : { Position Output } Drone camera data feed 1760 : { Boolean } Switch to reverse drone camera Telemetry Out: 1756 : { Navigation } Drone sonar data feed 1757 : { Boolean } Remote command status 1758 : { Boolean } Power mainline status 1759 : { Percentage } Battery charge level
[KS]Stellar-Iris-Piercer
par 76561198947868885
Oh Bro! I've never seen such a spotless beauty of a ship here on Europa! Where did you get her? "According to the shipboard AI, which identifies itself as 'Star Iris', it is a small multifunctional interstellar exploration vessel designed and built by 'DreamForge'. It accidentally arrived at Europa in this parallel universe during an emergency jump. However, it appears to have actively adjusted its parameters to the level of a common submarine. Perhaps there is a way to restore its original performance." ♦ So you're my new captain? I look forward to working with you. █ Main parameters: Volume: 62×12m Items: 1520 Structures: 1875 Price: 13140mk Players: 1~8 █ Brief introduction A simple guide for the lazy. █ Ensure reactor auto-control is off and NPC control is disabled to prevent fuel waste. █ This vessel features three intensity modes. The bridge can toggle Overclock mode, which activates Overclock Plus when all fuel rods are inserted. The modes—Normal, Overclock, and Overclock Plus—correspond to 'Vanilla,' 'High Difficulty,' and 'Extreme Scenarios' respectively. Adjust according to your playstyle. █ To fire the main railgun, double-click. In Overclock Mode (light on), hold to fire the beam cannon. An orange light signals overheating. █ Double-click to toggle modes. Hold to fire when the red light is on, or hold to move when it's off. █ Double-click the bridge periscope to activate the axial cannon. Once the ramming spike or docking mode is enabled, long-press to steer the ship. A red light on the bow signals that the ramming spike is active. █ Energy System ◈ Nuclear-Electric Hybrid Added battery packs to the basic thermostatic reactor, enabling tide-like start-stop cycles based on battery levels to maintain charge above 80%. Default reactor auto-control conflicts with this system. Ensure auto-control is disabled and NPCs are set to ignore the reactor, or fuel will be heavily wasted. ◈ Overclock setting This setting directly affects she's overall combat strength. Choose according to your playstyle. ◈ Overclock OFF Closest to vanilla ship strength. Disables most Armament of this her, yet remains powerful. ◈ Overclock ON Enables most weapon systems, including the Nuclear Ram, Fore-mounted Axial Cannon, and Primary Gravity Cannon. Allows use of the Jump Drive. Overclocks all ship systems, granting 2× engine thrust and 2× pump speed. Fuel consumption scales with usage intensity. ◈ Overclock Plus Enables the Fission Emitter Battery with the Auto-Repair Device, and allows unlimited use of the Fore-mounted Axial Cannon and Jump Drive. Heavily consumes fuel. █ Standard Armament ◈ Auto-Laser-Oilgun×4 The Oilgun system features a two-upper, two-lower turret layout, firing lasers and oilgunammo in alternation. A red light warns of ammunition depletion. The system can be set to Automatic Mode or directly controlled via Bridge Override. ◈ Primary Railgun×3 Mounted in an inverted triangle, These weapons are fired by double-clicking and can be directed by the Primary sonar for Beyond-Visual-Range strikes. ◈ Auto Guard×4 Auto-targets and takes out boarders! (Might hit friendlies too – use carefully!) █ Overclocked Armament ◈ Nuclear Ram Activate via the bridge periscope to unleash prow lances and arcs. Hold and drag to move the ship; triggers an automatic nuclear blast upon monster contact. ◈ Fore-mounted Axial Cannon Activated by double-clicking the switch on bridge periscope. Uses bow energy to fire a fixed barrage in the locked direction. Its Overclock Plus Mode grants unlimited energy. ◈ Primary Gravity Cannon×3 It shares a turret mount with the railgun. The gravity beam is fired by long-pressing, and the weapon enters an overheating cooldown state when its energy charge is too low. These weapons also can be directed by the Primary sonar for Beyond-Visual-Range strikes. ◈ Fission Emitter Battery Its Overclock Plus Mode activates automatically, enabling it to fire in parallel with the Primary. These weapons also can be directed by the Primary sonar for Beyond-Visual-Range strikes. █ Shuttle Configuration ◈ General Tutorial Like common drones, double-click to switch between fire/move modes. Can also be manually piloted by the player. Both shuttles can be remotely controlled from the bridge. After being manually piloted, remote control is disabled and must be re-established by clicking the 'Take Over' button. ◈ Falcon Small speedboat, uses electromagnetic cannon ammunition. Can only be piloted via hold-to-move driving. Follow mode can be activated via a button—once enabled, it automatically follows and engages in defensive fire. Follow mode is disabled after being taken over remotely. ◈ Shuttle Landing craft, capable of forced docking for boarding combat. Can also handle material transport and emergency medical evacuation. Unlimited laser ammunition, but with limited firing arcs. █ Speed and Protection Level ◈ Ascend Speed: 19km/h Performance goes down a bit as the ship gets heavier. ◈ Descend Speed: 21km/h Uses armor for ballast. You'd think she'd be slow, but nope. ◈ Forward Speed: 35km/h Initial speed, modified by crew buffs. ◈ Jump Speed: 165km/h Engage the jump drive from the helm by consuming jump energy. (Auto emergency stop). ◈ Dock Mode: Long-press to dock the ship as a shuttle on bridge periscope. ◈ Protection: The vessel is protected by spaced armor, comprising a thin outer layer (150 HP) and a thick inner layer (250 HP), both capable of NPC-automated repair. For damage control, it features multiple always-open automatic watertight compartments and doors that effectively contain flooding. In Overclock Plus Mode, activates an auto-repair system that instantly restores hull integrity. █ Thank you for reading this far. I used AI translation, and welcome any corrections if there are errors █ If you enjoy it, please consider leaving a like and saving/favoriting it. Your support is greatly appreciated!
Pill Bottles - NT Pharmacy Add-On [Deprecated]
par 76561198186834058
THIS HAS BEEN IMPLEMENTED IN THE NT PHARMACY MOD BY GUNS, THUS THERE IS NO NEED TO USE THIS ONE A mod for NT Pharmacy that adds bottles to store pills in Keep your medical cabinet clean and crew supplied with two different pill bottles: Prescription Bottle - 6 slots - 16 pills per slot Advanced Pill Bottle - 9 slots - 16 pills per slot - 50 medical skill required to open Crafting Both bottles can be crafted at the medical fabricator or bought at a medicine merchant. Prescription Bottle (Price: 50mk) - 1 plastic - 10 medical skill Advanced Pill Bottle (Price: 55mk) - 1 plastic - 50 medical skill Additional features - Adds custom impact sounds for the pill variants - Change dropped item sprite and scale for pills Load order - Pill Bottles - NT Pharmacy Add-On - NT Pharmacy - Neurotrauma
Blacksea Armory New Abyss
par 76561198093569245
感謝那些長久以來持續維護本MOD的朋友,我從未想到大家有如此熱情!與舊版本不同,新深淵會專注於2-4名玩家間的水中戰.如果你喜歡2021年版本,請移駕Black Sea's Armory Remastered. 請注意本Mod很可能長期維持不穩定,我仍然在嘗試新想法. 黑海武装于近日重启之后,开启了许多新内容开发,目前面临人手不足的情况,现邀请一些喜爱并愿意开发本MOD的玩家加入项目组 范围包括美术,特效,机制,怪物,任务,武器,装备……等等一系列的内容 详情联系本页面创建者栏位的Fox Thanks to those who have continued to maintain this mod for a long time,i never thought people will like this so much!Unlike the old version, the New Abyss will focus on open-water battles between 2-4 players.If you like the 2021 version, please check out Black Sea's Armory Remastered. Please note that this mod is likely to remain unstable for a long time, i'm still trying new ideas. After the recent restart of the Black Sea , we have launched many new content developments and are currently facing a shortage of manpower. We now invite some players who love and are willing to develop this MOD to join the project team The scope includes a series of contents such as art, special effects, mechanics, monsters, missions, weapons, equipment, etc Contact Fox in the creator field of this page for details 機甲/Mechs X01 serires: Name / ID Ranger / corsairar_bw2 Type30 Armiger / Type_30_bw X00 / corsairar_bp X01 The Chariot / armored_hardsuit_bw X01 The Tower / armored_hardsuit_bw2 X01 The Death / x02_hardsuit_bw X01 The Emperor / armored_hardsuit_bwl Pioneer series: Pioneer / pio_bw2 Pioneer Block 0 / Pioneer Block 10 / pio_bwu/entityname.pio_bw Pioneer Block 1 / Pioneer Block 11 / pio_bw2_lead/pio_bw_lead Pioneer Block 2 / Pioneer Block 12 / pio_bw2_eng/pio_bw_eng Pioneer Block 3 / Pioneer Block 13 / pio_bw2_med/pio_bw_med Beheader / pio_bw_CQB Gallantry / pio_bwn Other: Hercules / armored_miningsuit_bw2 Hammer / armored_miningsuit_bw Corsair / corsairar_bw Boxer / bruiser_hardsuit_bw Silver Knight / knight_hardsuit_bw Tuhnuknndoewr / vanguard_hardsuit_bw 任務: 特殊NPC會發布摧毀各勢力機甲的任務.小心他們並不好對付! 丘腦會生成受感染的先鋒式. Missions: Special NPC will give tasks to destroy ememy mechs.Be ware they are not so easy to chew! Thalamus now will spawn infected pioneers. Buy me a coke and see what may be next patreon.com/Bodevarc Buy me a coke and see what may be next patreon.com/Bodevarc
Gigachad
par 76561198036872424
Gigachad to protect your crew from hostiles. - Uses bot pathing (Climbs ladders, opens hatches and doors to get to hostiles) - Carries over between campaign missions - Custom health interface - Now with new combat animations! (Uppercut and kick) - To acquire Gigachad, craft Gigachad head from rubber and stick any alien curio into it. Playable Gigachad mod link below https://steamcommunity.com/sharedfiles/filedetails/?id=3030233497
Hull Deformation - Server Side
par 76561198948964943
Transforms the submarine’s static walls into a physically deformable hull. Damage no longer simply reduces section durability — the metal bends in the direction of the impact, and the new shape of the damaged wall affects its actual physical collision. Main Features - Directional deformation — the hull bends depending on the side and direction of the impact. - Configurable segmentation — the number of segments can be adjusted for smoother deformation or improved performance. - Physical collision — characters and items interact with the new shape of damaged walls. - Creature collisions can also deform the hull. - Explosions bend walls away from the epicenter, both inside and outside the submarine. - Bullets and hitscan weapons deform metal in the direction of projectile travel. - Plasma cutters gradually bend the hull along the cutting line. - Background walls deform together with the metal hull, but with reduced intensity. - Visual wall detachment — when a wall is completely destroyed, its dark inner layer breaks off and falls as physical debris. This feature can be disabled separately. - Falling debris damage — heavy pieces of destroyed walls can damage and stun characters when falling from sufficient height. Damage can be disabled separately while keeping visual detachment and debris physics enabled. - Smooth restoration — repairing a wall gradually returns it to its original shape. - Multiplayer synchronization — wall shapes, settings, and physical collision are controlled by the server. Settings The mod can be configured in: Settings → Mod Gameplay Settings → Directional Hull Deformation Available settings: - Deformation strength — adjustable from 10 to 200%. - Deformation segmentation — changes the number of segments used by damaged walls. - Visual wall detachment — enables or disables the inner layer breaking away from fully destroyed walls. - Falling debris damage — enables or disables damage and stun caused by falling wall fragments. Visual debris can remain enabled independently. Settings are synchronized by the server for all players. Client-Side Version Want to use visual hull deformation on any server without requiring the host to install the mod? Hull Deformation — Client Side Localization The mod settings are translated into 14 languages: English, Русский, Deutsch, Français, Polski, Português Brasileiro, Español, Español Latinoamericano, Suomi, Türkçe, 日本語, 한국어, 简体中文 and 繁體中文. Requirements - LuaCs for Barotrauma with C# scripting support. - The mod must be enabled by the server and all connecting players. ❤️ Support Development If you enjoy my mods and want to support future updates, fixes, and new features, you can leave a donation on Boosty. Any amount helps me spend more time developing, maintaining, and improving my mods. Support me on Boosty
EK Ukon-I
par 76561198059085511
Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. EK 'Ukon' Mk-II Independent Military Vessel "Oops, all engine" "The Ukon class is a versatile fast attack vessel designed by the Europan Independent Marine for screening and merchant escort operations. A heavy twin-engine configuration gives the Ukon excellent speed and sustained maneuverability. While lacking in firepower compared to the Myrith class gunships the Ukon's armamant is not insubstantial, carrying a full complement of coilgun point defense turrets." Role: Scout ( High-Speed Patrol / Screening Vessel ) Tier: 2 Price: 10,000 Mk Recommended Crew: 4 - 7 Size: 28x10m Horizontal Speed: 28 Vertical Speed: -19, 21 Cargo Capacity: 20 Boxes Vessel Strength: Medium Vessel Maintenance: Standard / Small-Crew Recommended Difficulty: Medium Recommended Crew Experience: Any Notable Features: - High power twin-engines - Bridge observation windows - Engineering room - Small medical office - Brig - Docking port power transfer Weapon Systems: - x3 Coilgun (Turret-Mount) - x1 Empty Hardpoint (Turret-Mount) Stock Reactor Trim: 0.025 - 75 This & the Humpback retrofit were basically projects from months ago that were 80% done, so it wasn't that hard to finish them. 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 new 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 )
Scavenger Job
par 76561197993514625
The Scavenger is a new Job (Class) designed with away missions in mind. Some talents (such as the primary talents) are just duplicates of those from existing classes, but do include new ones, such as Recipe unlocks for new items. Items include some combined equipment, such as the All in one Handheld Monitor (made from the Status monitor, Electrical monitor and Item finder from the Mechanic, Engineer and Apprentice jobs), or a Scooter with built in Sonar scanner. A new diving suit that is a PUCS alternative, and Incendium ammo for pistol and SMG. The 3 skill trees are as follows. Xenoarchaeology: It's basically a restoration of the old Medic Xenology tree, with bonuses for finding and breaking down alien artifacts. Scrounger: It's all about the scrap, most skills are about finding or recycling scrap. It includes a restoration of the recipes to craft Alien materials from scrap. Expedition: This includes a lot of the recipe unlocks. It also includes a lot of bonuses, some that only work while you're onside of your submarine. The final talent includes a short range party buff when you're not onboard the submarine. The captain may be in charge on your ship, but you're in charge of the away missions! It includes a few small reworks to existing talents. This mod can be used to make the job more recruitable: https://steamcommunity.com/sharedfiles/filedetails/?id=2996386211 If you also use Hazardous Reactors, use this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3459842963 Client side LUA is required for this class to show up for sale at the personnel vendor. Client side LUA will also dynamically add spawn points based on Mechanic spawn points for the Job on the ship if none exist.
Raptor Chicken
par 76561198208386152
changes mudraptor to chicken changes unarmored mudrator to chicken no feather changes mudraptor hatchling to chicken baby changes mudraptor veteran to rooster changes mudraptor pet to CHICKEN PET!!!!! changes mudraptor shell to chicken changes mudraptors nest to chicken nest looks like chicken makes chicken sound if you are too terrified to have chickens as your enemies but still want to have a chicken friend there is a cut version of this mod that only changes pet raptors: https://steamcommunity.com/sharedfiles/filedetails/?id=2954159070 Also check out my Freddy Fazbear crawler mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2841130097
Project 941 Akula
par 76561199091914736
Project 941 Akula Based on the largest submarine ever built (scaled down ingame btw) this sub isn't completely realistic just based off the Project 941 Akula. It's made for large crews of 6 or more people and is highly optimised for a sub this size making it very performance friendly. It's bot friendly and completely vanilla Basic Information - Price: 28000 mk - Class: Deep Diver - Crew Size: 6 - 16 players - Dimensions: 82x14 m - Cargo Capacity: 12 - Horizontal Speed: 24 km/h - Vertical Speed: 18 km/h - Weapons: 1x Coilgun, 2x Railgun, 2x Chainguns, 2x Pulse Laser, 3x depth charges 5x Electrical Discharge Coils - Workbenches: Fabricator, Medical Fabricator, Deconstructor, Research Station Features Basic Features - Information displays in the reactor room and command room include which useful information and not so information that is displayed on terminal screens. - Custom text displays above the cabinets in storage area that you can change via the terminal, to help organise your items and your crew. - Anti Ballast Flora Mode. Each ballast includes a lever which drains all the water in that specific ballast and sounds an alarm at both the command and above the access to that ballast. - Auto Reactor Control to ensure the power runs smoothly. - Backup Battery Array Extra power if needed when you run out of fuel rods of the reactor goes offline. - Isolation Unit Lockable Room. - Battery charging docks near the airlocks to quickly recharge your gear when you get back from trips outside the submarine. Mining Shuttle with Hangar Doors. Gunnery Armoury behind lockable door for captain. End Note Thank you for taking your time to look at my submarine, and if there's anything you think should be added or fixed, be sure to make some suggestions/requests. And a big thanks to Duck for helping me with the moving parts, true MVP. You should check out his workshop as well Duck's Workshop :)
Switchable Sonar Overlay
par 76561197969906254
A mod that lets you pick and change sonar overlays without swapping out mods and avoids the downfalls of XML override mods. Something I noticed when looking for a simple mod that added clock positions to the sonar since when I play with friends we use clock callouts and I'm dumb and keep getting 3 and 9 mixed up. This mod changes the texture as the objects load in instead of needing an constantly updated XML file. I initially made it just for my own texture but decided "Why can't I make it swap and choose between other textures?" Adding a GUI to this would balloon the code 3-or-4-fold so it's a console command for now. I want to work on another mod now but if I revisit this I'd redo the code to be able to customise more parts of the sonar UI. This was my first lua mod so it's a 2-day rushed mess. I referenced code from other mods but it does the job. If you would like me to remove a texture or have a texture you want included, feel free to get in contact. Any problems, please let me know. Hope you find this useful. How to use: By default this mod will change all Sonar overlays to my modified oClock overlay. (Yay nepotism) You can change this using the console (F3 by default while in a server lobby or mission) and typing sonaroverlay list to see a list of available overlays by names and numbers. You can then type sonaroverlay <choice> replacing <choice> with any name or number to switch to that overlay. Due to the way this mod works, changes won't apply till you go to the next mission/level/round. Sorry. Currently Included Overlays: - Default - The Barotrauma default sonar overlay, if you need it. - oClock - Triiodine's oClock Radar overlay. Useful if you use clock callouts to your gunners. - oClockNumbers - My edit of the oClock overlay with just the numbers. - Degree - Triiodine's DegreesRadar overlay. Contains bearings and ship side names. - DegreeSideless - My edit removing the side names to remove a little clutter. - ImmersiveGreen - Immersive Sonar UI's Nav Terminal overlay. An interesting overlay combining bearing and clock positions. - ImmersiveBlue - Now in Blue! Immersive Sonar UI's Shuttle UI. - ImmersiveOrange - And Orange! Immersive Sonar UI's Monitor UI - ImmersivePurple - My Purple edit of the Immersive Sonar UI. Because I like Purple - ImmersiveNeutral - My Neutral edit of the Immersive Sonar. To match the default beige for those you don't want the bright colours. Inspired by Minimax. - ImmersiveOrangeDim - Immersive Sonar Dim Orange edit by Minimax - ImmersiveGreenDim - Immersive Sonar Dim Green edit by Minimax - ImmersivePurpleDim - Immersive Sonar Dim Purple edit by Minimax - ImmersivePink - Immersive Sonar Pink edit by Minimax - ImmersiveWhite - Immersive Sonar White edit by Minimax - ImmersiveDark - Immersive Sonar Dark edit by Minimax - ImmersiveNeon - Immersive Sonar Neon edit by Minimax - ImmersivePurplePink - Immersive Sonar Purple & Pink Gradient edit by Minimax - ImmersivePinkBlue - Immersive Sonar Pink & Blue Gradient edit by Minimax - ImmersiveSunset - Immersive Sonar Sunset Gradient edit by Minimax - 0 / Off - If you need to disable the mod for some reason, maybe to go back to an XML mod's overlay but don't want to or can't go to the Main Menu because you're in a campaign This is a Clientside-only Lua mod this does not need to be on the server to work. Installing Client-side Lua: You can tell if it's already installed if you see this in the top left of the Main Menu. - Open hosting menu - Select LuaForBarotrauma in ServerExecutable and host a server - While hosting, open the console window (most commonly 'F3') - Type in or copy, then execute the console command: install_cl_lua (Video if you don't understand the instructions above: https://www.youtube.com/watch?v=wEeJ70vH1TM ) Credits: oClockRadar / Sonar by Triiodine DegreeRadar / Sonar by Triiodine Immersive Sonar UI by _]|M|Storiage Icons by Dr. Turtle for the config file code and a handy mod. Velocity Indicator by Jericho another handy mod and code gave me a good start point for this mod. Minimax for contributing some extra Immersive Sonar variants and touching up existing ones.
Borzoi (T2 Scout)
par 76561198054803043
Borzoi is a brave experiment in naval architecture and a friend of small crews. Initially designed as an Attack class submarine, heavily armed for its size, Borzoi's creators later attempted to boost its speed with a second engine. As a result, not all of Borzoi's systems can be run in parallel and the burden of managing power distribution falls on the submarine's crew. Use the "REDIRECT POWER" button on the navigation terminal to switch between two modes, either sending power to the lower engine or allowing supercapacitors in the gunnery to recharge.
TER-M5 (T2 Transport)
par 76561199065487914
TER-M5 or TEREM Price: 13,500 mk Size: 20x28 Cargo: 52 Crew: 4-8 Levers under the sonar: 1-Turns on the alarm 2-Turns off and on the external light 3-Turns on the batteries Door systems The red button below the main button allows you to lock the door (this feature is only available to the captain and security personnel). If the main button is lit in blue, it means that there is high pressure in the compartment Alarm conditions Each alarm can be viewed in the control room: Red by hand, blue flooding, yellow reactor problems. In the other compartments, the color is red. Others The terminal allows you to use the drill, enter the help command to learn more. The lever next to it allows you to turn on the drill. The valve near the oxygen generator allows you to turn off the oxygen supply The valves in the ballast compartments allow you to turn them off pumps. The submarine is equipped with a drill that can damage both living creatures and other obstacles. I advise you to be careful with him. This submarine is a small floating mining station with minimal conditions for long-term stay in the harsh waters of Europe. Historically, the submarine has been used as a mining point in resource-rich areas, and its development has stalled at version 5. Its drill allows it to penetrate thick layers of ice, making it a highly dangerous weapon excellent tool for mining. This work was created to participate in a competition on the Russian Discord server "Russion Barotrauma". I would also appreciate it if you subscribed to my submarine and gave it a like. "Russion Barotrauma" Обзор от "PLG" TER-5M: обзор корабля - PLG #barotrauma
Exosuit Retexture
par 76561198021480954
Thanks to SCP-966-1, creator of Enhanced Armaments, for helping me out. Didn't like the vanilla "Eggs-o-suit," so I made it more suit shaped. Completely Clientside. Server-sided, sorry for the unintentional misleading. 'Das it.
Better Cleanup
par 76561197997942355
Changes what bots consider as preferred target containers for the cleanup order. This mod is vanilla only, it doesn't add or remove anything so it is save to add/remove at any point. This mod only affects AI controlled crew-mates with the cleanup order! To be extra clear: - Only affects the "Cleanup Items" order. - It just tells the bots to prefer the type of container mentioned below. What the bot actually does is up to the game code and this mod doesn't change that! Singleplayer - Doesn't affect the character you actively control. - Affects any other of your crew-mates because the AI controls them while you don't. Multiplayer - Doesn't affect player characters. - Affects bots you hire. The vanilla game nowadays already does most of the things that the mod used to do. Here is a list of the last few remaining changes this mod makes: ---------------------------------------- Oxygen Tanks: Bots will put them into chargers unless full. The oxygen tank shelves and diving suit lockers accept power and should be wired up already. You can attach a power wire in case it isn't. Bots will only insert full tanks into masks and suits. Bots will only insert full tanks into diving cabinet. Tanks will no longer spawn in supply cabinets, that's required so that bots will not insert any tanks into supply cabinets. They will however insert oxygen tanks into empty masks that are stored in a supplycab! ---------------------------------------- Batteries: Now go into charging stations up until 99% condition. Bots will only insert full batteries into devices. Bots will only insert full batteries into diving cabinet. Bots will prioritize devices that can hold batteries but are empty and put the rest into diving cabinets. Bots will not put fulgurium into devices by themselves. All of the fulgurium batteries go into chargers if not full or diving cabinet if full. ---------------------------------------- Plant Products: Bots will put any plant product that isn't tabacco into the medical fabricator cabinet. Bots will put tabacco into the "storagecab" which is usually the cabinet next to the fabricator. The base game tries to put them into "plantcontainer" but it doesn't look like anything is tagged with that. If the devs ever change the tagging of the storage cabinets to include that tag the bots will use that one instead.
Anti-materiel rifle
par 76561198284723876
Adds the Anti Material Rifle and 3 of its ammo variants from Fallout to Barotrauma. purchasable and craftable Barrett skin: https://steamcommunity.com/sharedfiles/filedetails/?id=2611434704 Wearable version: https://steamcommunity.com/sharedfiles/filedetails/?id=2709044266 Original size: https://steamcommunity.com/sharedfiles/filedetails/?id=2709062608 Check out my other mods: Fat Man: https://steamcommunity.com/sharedfiles/filedetails/?id=2605408918 Plasma Caster: https://steamcommunity.com/sharedfiles/filedetails/?id=2637049780 Tesla Cannon: https://steamcommunity.com/sharedfiles/filedetails/?id=2659683650 https://steamcommunity.com/sharedfiles/filedetails/?id=2795668822
Serveur Barotrauma avec support des mods
Lancez votre propre serveur Barotrauma en quelques minutes.
Louer un serveur Barotrauma