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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.

Escape van – Barotrauma Mod

Escape van

par 76561198243797688

"Let's Do This" shuttle, payday 2, payday, pd2, fun, fast, speed

5,110 téléchargements Détails →
JiuZhou Arsenal Rebalance (Compatible with TSM) – Barotrauma Mod

JiuZhou Arsenal Rebalance (Compatible with TSM)

par 76561199152694566

This mod is a **compatibility version of the original JiuZhou Arsenal Rebalance**, created after the merger of **JiuZhou** and **TSM**. Future updates will mainly be released here. Compatibility target: (TSM missions) Original mod: (JiuZhou Arsenal Rebalance) Please Stop Harassing the Original Mod Authors Obviously, every design choice in the original mod was made for a reason. If the original authors agreed with any of the balance changes in this mod, they could simply implement them in their own work. If they haven't done so, then the answer is simple: no, absolutely not. So please don't get our roles mixed up. The original mod always takes priority, and this mod is merely an alternative interpretation. If you have any suggestions or feedback, feel free to leave a comment. We will continue to improve and update the mod. You are also welcome to join our feedback group: 427401150 This mod requires Lua support. Please make sure you have properly installed Lua and subscribed to Vanilla Components Expanded (VCE), otherwise you may encounter console errors and some weapons may fail to function properly! Compatibility Notes First of all, thank you for choosing and supporting this mod. This mod is a total conversion for JiuZhou Armory. Weapons, ammunition, armor, missions and various events have all been extensively reworked, so compatibility with other JiuZhou expansion mods cannot be guaranteed. Please read the following notes before subscribing. Incompatible or Potentially Problematic Mods • Mods that alter Quartermaster events: Quartermaster 10x Exchange Such mods may break certain exchanges, for example preventing players from obtaining the RongZhuang IIIA License. • Weapon and ammunition balance mods: Such as "Deep Diving Armory Balance Patch" and similar balance overhauls. Since this mod completely redesigns the statistics of all weapons and ammunition, using them together may result in conflicting values and unpredictable balance issues. Coexistence is generally not recommended. • Mods that alter mission target counts or reinforcement events: Enhanced Abandoned Stations These mods may cause abnormal mission behavior, enemy count imbalance, or prevent certain events from functioning properly. Load Order Recommendation If you are using mods that overwrite the vanilla 40mm Stun Grenade or 40mm Nuclear Shell, it is recommended that those mods be loaded after this one. Of course, you are free to place them above this mod instead. They probably won't be stronger than mine, though. Additional Notes Due to the large number of JiuZhou-related expansions, complete compatibility with every third-party addon cannot be guaranteed. If you encounter any compatibility issues, feel free to leave a comment or join the feedback group 427401150. We will do our best to help. What Does This Mod Do? Tired of the steep learning curve of the original JiuZhou Armory? Feel that small-caliber rounds lack identity and large-caliber weapons lack stopping power? Think snipers can never save their teammates? This mod aims to rebalance JiuZhou Armory for captains seeking a more explosive combat experience. Expect intense firefights, flying gore, and enough firepower that you no longer need to hide behind a shield just to survive, nor sacrifice your favorite weapons for the sake of efficiency. While preserving the core gameplay of the original mod as much as possible, this overhaul introduces new mechanics and effects while comprehensively optimizing the overall balance, making it easier for newcomers to pick up and giving veterans something fresh to enjoy. Core Features • Complete Weapon Rebalancing Full-auto? High damage? Accuracy? Fire rate? Why not all of them? Weapon damage, rate of fire, and ammunition consumption have all been retuned to provide a more intuitive and satisfying experience. Early-game weapons are no longer doomed to become obsolete, thanks to a redesigned tech tree and new mechanics that keep every firearm relevant throughout the campaign. Trust the gun in your hands. • New Armor Protection System Ever seen a real juggernaut? The original armor mechanics have been rebuilt from the ground up. JiuZhou armor now features a proper protection rating system, allowing armor to actually stop bullets instead of merely reducing damage. Say goodbye to the absurdity of heavily armored soldiers dying from chip damage. Survivability has been significantly improved— For both you and your enemies. • Faster and More Intense Combat Bullets or explosives? Machine guns or rocket launchers? All ammunition types have received substantial buffs, complementing the enhanced weapon and armor systems. This completely changes the close-quarters combat pacing of the original game and delivers a much more satisfying 2D shooting experience. At the same time, the Time To Kill (TTK) has been drastically reduced. But be careful. A lower TTK is a double-edged sword. On one hand, it allows skilled players to pull off incredible clutch moments against overwhelming odds. On the other, it also means that facing disciplined enemies leaves very little room for mistakes. One wrong move, and everything can fall apart. • Expanded Arsenal Ever wanted to fire a tank machine gun by hand? Several unique weapons have been added to fill gaps in the tech tree and provide more tactical options. While they may not always boast the highest numbers, they interact with the new combat systems in interesting ways and open up entirely new strategies for intense station battles. Future updates will also include compatibility with additional JiuZhou expansion mods, bringing even more equipment and keeping the experience fresh for veteran players. • Difficulty Accessibility Not sure which armor to pick? Too many weapons to choose from? We've got you covered. An extensive in-game Wiki is included, featuring one-page references for every weapon, ammunition type, and armor set, along with detailed statistics to eliminate the learning barrier. Whether you're a rookie just beginning your journey into Europa's depths or a veteran seeking a more relaxed experience, you'll be able to jump straight into the action and enjoy the thrill of victory. A dedicated JiuZhou mission guide Wiki is also under development. "Know your enemy and know yourself, and you need not fear the result of a hundred battles."

8,132 téléchargements Détails →
Defibrillator (Batteries) – Barotrauma Mod

Defibrillator (Batteries)

par 76561198034647151

Adds a battery-operated version of the previously introduced defibrillator. Note: This mod is not balanced for Vanilla gameplay and I do not intend to make it so. For a more balanced version, please check out: https://steamcommunity.com/sharedfiles/filedetails/?id=2414505475 - CPR seems too slow and unreliable? - Most of your crewmates have no idea what to do in case somebody passes out and panic? - Liquid Oxygenite doesn't feel that useful? The defibrillator is a one-time use item that is used like any medical item (through the medical interface or swung at the target) and grants following status effects upon use: - Cures Oxygen Low status of any magnitude in 2/4 seconds - Stuns the target for a few seconds - Causes 5/15 Internal Damage within 10 seconds (medical level of 45 required for best effects) Battery operation limits: - Battery cell - 1 use - Fulgurium battery cell - 2 uses Base shop cost: 650 Available at: Outpost, City, Military Medical fabricator - time 60 seconds: - Medical lvl 55 - Plastic x1 - Copper x1 - FPGA Circuit x1 - Oscillator Component x2 Deconstructor - time 30 seconds: - Plastic x1 - Copper x1 - FPGA Circuit x3

4,277 téléchargements Détails →
PBDR High Speed Shuttle – Barotrauma Mod

PBDR High Speed Shuttle

par 76561199231450026

The PBDR(PITCH BLACK DEEP RED) High Speed Shuttle is a small submarine capable of high-speed strikes, and its unrivaled speed and firepower provide high-speed breakthroughs and long-range strikes. In addition to the model on the cover, this ship has an additional variant: Both ships have switchable weapon systems and there is not much difference in strength, but the gameplay may be slightly different. This ship is a T2 reconnaissance submarine Main parameters: Specification: 29 × 12 Number of components/structures: 1324/469 Including modules: hull+mobile storage cabinet Price: 30000 marks Main functions Navigation terminal: The navigation terminal can control the following three functions: ① Open the protective cover of the submarine's head (essentially a manual door that can be opened and closed) ② Turn on the engine to increase power (up to 70-80km/h) ③ Is the lighting of the turret switched on Beyond visual range fire control: 1. The position is located on an operation screen behind the command center. When using it, move the coordinate axis in the middle of the navigation terminal to confirm the shooting position. After confirmation, click the fire button to fire 2. Default no weapon selection, you need to click the Select Weapon button on the right to replace the weapon. 3. Over the horizon fire control should operate in manual control mode, and the shooting coordinate position may be incorrect in automatic mode. 4. Using the beyond visual range mode will occupy the periscope control (the weapon status light will be dark when occupied), and it should be manually switched back to the no weapon state when not in use. Type switching system: 1. There is a switch above the periscope that can switch between ammunition types to enhance firepower (laser ammunition defaults to unlimited ammunition). 2. Note: When the default ammunition is completely depleted and there is no spare ammunition, AI crew members may not be able to fire. Mobile shelves: There is a storage cabinet behind the weapons room that can be moved up and down for easy use when leaving the ship Automatic induction repair system: 1. There is a similar oval mesh exhaust port in the hull, which is filled with detonators with foam grenades. It automatically senses the water level, and when the water level reaches the highest value, it will automatically release to repair the hull 2. The used detonators need to be filled manually, and the spare foam grenades are in the cabinet above the diving suit between the weapon room and the command room Detailed parameters Firepower: The shipborne weapons carried by this ship include: : Electromagnetic gun x 3 (switching ammunition type to fuel rod) (shared power) Cannon x 1 (switch ammunition type to triple laser x 2) : Rail Cannon x 2 (switching ammunition type to fuel rod) Protection: ① The hull size is 29x12 meters ② The average health of the outer shell is 500 (some 400~500), and the health of the inner wall is 100 Mobility: Using two large thrusters with a thrust of 700, equipped with three ballast tanks, the maximum forward speed is 54 km/h (the fastest to open overload is 70-80 km/h), and the maximum diving speed is 21 km/h. Equipment: ① Having processing tables, crushers, pharmaceutical tables, and research laboratories. ② There is no medical bed available ③ Shared interface and export ④ Having 2 containers.

6,650 téléchargements Détails →
[AP] Bohr – Barotrauma Mod

[AP] Bohr

par 76561198031436001

Complex systems and unoptimized "Cyclone" type reactor put an end to the serial production of BH-200 project. But the prototype nevertheless entered the service and received devastating reviews from submariners, and was eventually recalled and conservated at dry dock. Having obvious power supply flaws and archaic onboard systems require a skillful capitan with no less compitent crew to operate this vessel. Role: Attack (tier 1) Dimensions: 35x9 Price: 8000 Recommended Crew: 4 - 7 Cargo space: 12 Recommended Crew Experience: intermediate ═════════════════════════════════════════════ Сложные системы и не оптимизированный реактор типа «Циклон» поставили крест на серийном производстве проекта ВН-200. Но прототип все же поступил на вооружение и получил разгромные отзывы подводников, в итоге был отозван и законсервирован в сухом доке. Имея явные недостатки электроснабжения и архаичные бортовые системы, для управления этим судном требуется умелый капитан с не менее грамотным экипажем. Класс: Боевая (уровень 1) Габариты: 35x9 Цена: 8000 Рекомендуемый размер команды: 4 - 7 Грузоподъемность: 12 Рекомендуемый опыт команды: Бывалые ═════════════════════════════════════════════ Optimised top ballast idea: https://steamcommunity.com/sharedfiles/filedetails/?id=2628666188&searchtext=acacia Moonpool idea: https://steamcommunity.com/sharedfiles/filedetails/?id=2602920829&searchtext=iroh

4,520 téléchargements Détails →
[AP] Curie – Barotrauma Mod

[AP] Curie

par 76561198031436001

SC-22 one of the most compact new platforms available on the market. "Curie" is a civilian shuttle version for 1-2 people. High speed, modern power system with extended energy reserves, low-power discharge coils, strong spotlight for surface exploring, fixed laser, tiny size, all this embodied in "Curie" shuttle. ═════════════════════════════════════════════ SC-22 одна из самых компактных платформ. "Curie"- гражданский транспортный вариант на 1-2 человека. Высокая скорость, современная система питания с расширенными запасами энергии, маломощные разрядные катушки, прожектор для осмотра дна, жестко закреплённый лазер ,предельно малые габариты, все это воплощённо в челноке "Curie".

4,335 téléchargements Détails →
[EA-HI] With Male+Dynamic Europa – Barotrauma Mod

[EA-HI] With Male+Dynamic Europa

par 76561198339401225

This mod is a compatibility patch for those players who want to play 木卫二萌化整合包 with male characters and Dynamic Europa at the same time. Besides visual compatibility, this mod also enhances the combat ability of bandits to the same level of With Male. Loading order: With Male + Dynamic Europa Dynamic Europa 木卫二萌化整合包 with male characters Recommend to play with Bald Fix. There're still some confusing bald problems with NPCs, which I haven't found why. https://steamcommunity.com/sharedfiles/filedetails/?id=3489045421

7,827 téléchargements Détails →
Reworked Vanilla Weapons – Barotrauma Mod

Reworked Vanilla Weapons

par 76561198096048135

This mod does a lot of balance changes and mechanic reworks to make vanilla weapons feel more strategic. It is recommended to play with mods like Stronger NPC or EuropaWar Changelist below may be outdated for barotrauma 1.6. Economy Decreased price of weapons and ammo. Talent weapons/ammunitions can be purchased. Added replication recipe for rare weapons. Ammo efficiency rebalanced relative to Assault Rifle. Ranged Weapons Dynamic spread. When you fire consistently they spread widely (hmg on the contrary). When you release the trigger, the spread resets. Stopping power. Ammunitions have different ability to slow, stop targets. Added fire rate bonus for each quality level for some weapons. Heavy weapons like auto shotgun can now be put in hotbar slots, but can no longer be worn on waist. Decreased structure damage of all ammo types for better gun fight experience in abandoned outposts. Harpoons Significantly increased severance probability. Harpoon Gun Fire rate increases as user improve their weapon skill. Harpoon Coil-Rifle Decreased reload time. Does 20% more damage with fulgurium battery equipped. Revolver Depleted-Fuel Round No more upper limit for radiation sickness it can cause. Revolver Decreased base fire rate. Fire rate affacted by weapons skill, up to 2 r/s(Same as vanilla). Handcannon Round Increased hitscan count to 2, reduced damage per hit by 50% Handcannon Fire rate affacted by weapons skill, up to 1.33 r/s. High base accuracy, spread increases significantly when consistently fired. Fixed incorrect barrel pos. Changed hold pos to closer to your chest, for close-quarter combat purpose. Stun Gun Dart Increased incremental stun. 3 consistent hits stuns targets instantly. Stun Gun Fulgurium Dart Glows when fired. Consumes condition when hit. Won't disappear after hit. Can be recharged. Stun Gun Increased capacity from 1 to 2. Shotgun shells Significantly decreased spread. Rubber Shell Added incremental stun. Riot Shotun Damage modifier changed to 1.5 Base fire rate decreased to 0.8 r/s Fire rate affacted by weapons skill, up to 1.2 r/s. Boomstick Damage modifier changed to 1.25 Fire rate decreased to 1.2 r/s Fires 2 shells at the same time. Ammo slot split into 2. Auto Shotgun No more speed penalty. No more damage penalty. Capacity changed from 12×2 to 16×2. SMG Magazines Capacity changed from 21 to 30 SMG Depleted-Fuel Round No more upper limit for radiation sickness it can cause. SMG Changed damage modifier to 1.4 Normal base accuracy, low spread increment. Dead-Eye Changed damage modifier to 1.4 Full-auto as default mode, Burst as optional. High base accuracy, lowest spread increment. Machine Pistol Can be fabricated. Fire rate increased to 500 r/m. Low base accuracy, highest spread increment. Restored slot for flash light. Assault Rifle Round Significantly increased severance probability. Assault Rifle No more speed penalty. High base accuracy, high spread increment. HMG Reduced speed penalty. Changed low skill penalty to incremental stun. Low base accuracy. Accuracy increases as you consistently fire it. 40mm Grenade/Stun Grenade Added safety mechanism. Can not detonate before a certain distance travelled. Grenade Launcher Can be fabricated. Capacity increased to 4×2. Rapid Fissle Accelerator Beam Max targets to hit changed to 2. Rapid Fissle Accelerator Reload time affacted by weapons skill. Charge time affacted by quality level. Added "Laser Cutter" mode which can be used to mine or kill. Alien Powercell Rechargeable. Alien Pistol Sci-fi firing sound. Iron, Scrap, Steel(As Scrap Cannon ammo) Can be used 2/4/8 times instead of just once. Can fix structure. Scrap Cannon Decreased battery consumption. Does 50% more damage when equipped with fulgurium battery. Added slot for flash light. Features 2 fire modes. "Focused" as default, "Spread" as optional. Does no damage to characters in "Spread" mode. Melee Made Boarding Axe multi-target. Stun Baton become lethal enough against mudraptor when equipped with fulgurium battery cell. Increased size of heavy wrench. Special/Gears Prototype Steam Cannon Does 200% more damage when equipped with incendium fuel tank. Slow targets down by 40%. Arc Emitter Decreased stun power by 40%. Increased base fire rate by 100%. Increases fire rate by 150% when equipped with fulgurium battery. Added slot for flash light. Exosuit When powered by battery, speed multiplier is 0.7. When powered by reactor fuel, does not slow you down, recharges battery. When powered, refills oxygen tank. Increases speed by 30% when equipped with oxygenite tank. Advanced Syringe Gun Fire rate increased by 300%

5,650 téléchargements Détails →
EntityDisableDistance – Barotrauma Mod

EntityDisableDistance

par 76561198380639299

Feature: Pauses updates for certain entities beyond a specific distance to improve performance. Uses a closer pause distance when docked at outposts, and a farther pause distance during cruising. Server-side MOD, does not take effect on the client. Purpose: Primarily alleviates lag caused by too many AIs during CQB outpost engagements, and may also reduce difficulty to some extent. Tips: If compatibility issues arise in certain missions, enter "edd_toggle" in the Dedicated Server console to disable/enable MOD functionality in real time. Known Issues: Using it together with certain mods may cause the server to crash. However, you can remove this mod at any time. This MOD was designed for personal use, but if you encounter any issues, feel free to leave a comment or send a private message. Code reference: https://steamcommunity.com/sharedfiles/filedetails/?id=3424487895

7,642 téléchargements Détails →
Cyclops Mk-III – Barotrauma Mod

Cyclops Mk-III

par 76561198087398642

The Cyclops Mk-III is an improved version of the galaxy's most popular and reliable deep-sea submersible. It has good maneuverability, great flooding resistance and a powerful arsenal which can repel hostile creatures attacking from any side. Smart systems, speed and firepower allow it to overcome all dangers of europa's depths. Comes with docked Calypso Mk-I shuttle designed as fast transport and portable oxygen source, which can be controlled from within or remotely from the main sub. Design based on Cyclops Mk-II. Characteristics: - Dimensions: 40x11m - Recommended crew size: 3 - 6 - Recommended experience: Beginner - Velocity: 42 - Descent velocity: 14 - Game version: v0.13.3.11 Main design features: - 5 coilguns covering all directions - 2 railguns allowing to engage larger enemies from above or below - fully automatic doors and hatches that automatically switch to manual mode in case of flooding - airlocks that can be partially flooded for safe artifact transportation - emergency siren triggered by fire or reactor meltdown - alarm buzzers triggered by water detectors - spare high-clearance id cards in captain's safe that he can give to his crew members - power grid designed to use minimal number of junction boxes - 3 large emergency pumps and a lot of smaller ones that help with hull breaches - on-board AI that reports crucial events in text chat - shuttle that can be used as a personnel transport or remotely controlled recon drone. - fully automatic reactor controller that adjusts very fast to power fluctuations Extra IDs in captain's safe have colour-based clearance: - blue - captain clearance (whole ship) - brown - security officer clearance (armory access) - red - medical doctor clearance (medbay safe access) Includes Cyclops Mk-IIIc - version which had shuttle removed in favour of larger ballast and more space. Note: This is the first submarine i made while learning the submarine editor, its extremely over-engineered and ridiculously well-armed. However a fair amount of people seem to enjoy it so i'll keep it that way.

4,681 téléchargements Détails →
ItemOptimizer – Barotrauma Mod

ItemOptimizer

par 76561199500768104

ItemOptimizer A performance optimization mod for Barotrauma. Cuts unnecessary per-frame computation in large submarines under heavy mod loads. Optimization only — no gameplay mechanics are changed. Every feature can be toggled individually in the in-game settings panel (ESC → ItemOptimizer). Benchmark Same save, ~17 content mods loaded (Deep Diving Armory, Barotraumatic, T.S.M MISSIONS, 九州武库 Rebalance, Enhanced EuropaWar, etc.). showperf fluctuation comparison: - FPS: 76 → 146 - Update total: 13.16 ms → 8.02 ms (~5 ms/frame saved) - MapEntity: 8.08 ms → 4.11 ms (~49% reduction) - Update peak: 33.45 ms → 20.04 ms (spike flattened) Results vary across submarines, mod combinations, and map stage. Light-mod or vanilla setups typically save 1–2 ms/frame. Works on both client and server. LuaCs-enabled servers also benefit. Systematic server-side benchmarking is still pending — test data is welcome. Requirements Lua For Barotrauma Features Zone Scheduling - Submarines, wrecks, ruins, and outposts on the map are partitioned into independent zones, graded into 5 tiers by distance from the player: Full → Near → Throttled → Dormant → Unloaded - Nearby zones run at vanilla update rate; distant ones step down progressively until fully frozen, then reactivate as the player approaches - Most noticeable in long-running campaigns with many discovered locations Smart Item Throttling - Takes over the vanilla item update loop, classifies each item once per tick, and skips items that don't need a full update - Items inside unopened containers are frozen until the container is opened - Items lying on the ground update less frequently (wired items and items with critical components are excluded) - Skipped items still receive minimum physics updates (position, buoyancy, network sync) — they don't vanish from the world Component Rewrites - Motion Sensor — replaced with hull-based spatial queries, skipping vanilla's per-entity collision checks - Water Detector — reads hull water level directly, skipping vanilla's multi-step detection flow - Relay — reduced to pure signal passthrough, redundant state checks removed - Power Transfer (junction boxes, etc.) and Power Container (batteries/supercapacitors) — grid topology is cached, cutting repeated per-frame recomputation - All rewrites preserve vanilla behavior, can be toggled individually, and have configurable update intervals Signal Graph Accelerator - Compiles circuit components (logic gates, sensors, etc.) into a topologically-sorted evaluation graph using register arrays, in place of vanilla's per-wire SendSignal calls - Compiled circuits are evaluated in a single ordered pass, skipping intermediate signal dispatch overhead - Accelerate mode: compiles 12 basic logic components (AND/OR/NOT gates, comparators, arithmetic, memory, etc.) - Aggressive mode: additionally compiles Relay passthrough and Delay components; components with connection-bound StatusEffects are excluded for safety - Cycles are auto-detected and converted to single-frame delays, preserving normal circuit behavior Mod Item Management - Auto-detects installed mods and classifies their items by activity level (High / Active / Normal / Static) - Per-mod intensity slider — control how aggressively each mod's items are throttled - Global intensity slider — adjust all mods at once - Whitelist — mark items that should never be throttled. Add them via the settings panel, or hold the item and press the whitelist button on the HUD - Per-item rules — fine-grained control for specific item types Languages 12 languages built in: English, 简体中文, 繁體中文, Deutsch, Español, Français, 日本語, 한국어, Polski, Português (Brasil), Русский, Türkçe. Translation contributions and corrections are welcome on GitHub. Settings In-game: press ESC → click "ItemOptimizer". Everything is grouped into collapsible sections. Config saves automatically. Compatibility This mod uses Harmony to patch vanilla methods. Most mods coexist without issue. The most likely conflict point is other mods that also modify MapEntity.UpdateAll. If you run into a compatibility issue, report it — I'll look into adding support. FAQ Q: Why are some systems on my submarine acting up? To cut vanilla per-frame overhead, this mod replaces or throttles a few systems: - Signal circuits are compiled into a batch-evaluated graph. Aggressive mode also takes over Relay passthrough and Delay components — a small number of circuits with connection-bound StatusEffects may behave differently. - Motion/Water sensors, Relay, Power Transfer, and Power Container are swapped for slimmer implementations; edge cases may differ slightly from vanilla. - Idle items and zones far from the player are frozen or throttled, reactivating when you approach. Q: How do I revert it if something breaks? Every optimization can be toggled individually. In-game: press ESC → click "ItemOptimizer": - Circuit issues: switch "Signal Graph Accel" to Off, or step down from Aggressive to Accelerate - Component issues: disable the specific rewrite (e.g. turn off the Relay rewrite to return to vanilla behavior) - Items or zones frozen too aggressively: disable Zone Scheduling or lower the intensity slider Changes take effect without restarting — config saves automatically. Links Source Code (GitHub) Discord

8,341 téléchargements Détails →
Real Sonar - Omega Soundproofing Gel – Barotrauma Mod

Real Sonar - Omega Soundproofing Gel

par 76561198117860917

This mod adds an item that will allow you to create "Soundproofed" variants of every diving suit in your game to protect you and your crew from Real Sonar's damage. See supported suits below. You need Real Sonar mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2936760984 Coded with performance and compatibility in mind The way I made this work is so you don't have to use the fabricator because that thing kills your FPS the more crafting recipes you have. By not using the fabricator you are NOT required to install all of the mods listed here. You shouldn't come across any issues. This mod adds modified copies of the diving suits. These modded suits are unique and shouldn't cause compatibilities issues. Still, there are mods that 'Overwrite' diving suits to, for example, make them play a cat sound instead of the low oxygen sound. Don't expect the Soundproofed variants to play cat sounds, too. Soundproofed suits are built around vanilla suits and base modded suits.

6,029 téléchargements Détails →
Modern Russian Weapons (FIXED) – Barotrauma Mod

Modern Russian Weapons (FIXED)

par 76561198284723876

adds 15 new guns all can be bought on outposts + the ammo is craftable Russian translation - https://steamcommunity.com/sharedfiles/filedetails/?id=2927525308 Assault Rifles AK-12 ( АК-12 ) AN-94 ( АН-94 ) ADS ( АДС ) AS VAL ( АС «Вал» ) Machineguns RPK-74 ( РПК-74 ) PKP ( ПКП ) RPK-16 ( РПК-16 ) Snipers SVDM ( Снайперская винтовка Драгунова ) KSVK 12.7 ( КСВК ) SMGs PP-19 ( ПП-19 ) PP-2000 ( ПП-2000 ) Explosive GM-94 ( ГМ-94 ) Shotguns RMB-93 ( РМБ-93 ) Saiga-12 ( Сайга-12 ) Pistols MP-443 Grach ( Пистолет Ярыгина ) (white outline not in game) Im going to add more items soon Modern Russian Pack

4,521 téléchargements Détails →
BaroGalileo (music + voiceover) – Barotrauma Mod

BaroGalileo (music + voiceover)

par 76561199015368053

A small audio mod, which replaces the creepy sounds of the fabricator (as well as medical fabricator) with a nice melody with the voiceover of Alexander Pushny from the Russian version of the TV program "Galileo". This mod version contains music from the program with Pyshny voice over, if you want version with music only, then use this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2746560255

6,275 téléchargements Détails →
EK Tazer Fix – Barotrauma Mod

EK Tazer Fix

par 76561198009131721

As a foreword, I take 0 credit for any of the incredible work that Videogames has put into the EK series of plug-ins, this is a minor override based on balance preferences. Currently the EK Armory Tazer uses ProgessiveStun, which results in a 10 second delay before the stun takes effect. Unfortunately, it takes about 2 seconds to whip out a welding gun full of oxygen and self-destruct. This content package overrides that with 95 levels of IncrementalStun, resulting in a near-immediate stun of ~10 seconds. I've also added 1 point of laceration damage ontop of the current 5 burn as flavour, since it's a projectile weapon. This should buff using the Tazer as a non-lethal option in RP servers.

3,833 téléchargements Détails →
He's a Pirate Accordion – Barotrauma Mod

He's a Pirate Accordion

par 76561198321872091

Replaces the normal accordion sound with the Pirates of the Carribean theme (accordion). Plunder the depths of Europa with this banger :D Music from: https://www.youtube.com/watch?v=CgCMBFcifVE Note: the entire video is not in the mod, i edited some sound parts out that i didnt find interesting

6,119 téléchargements Détails →
Decon pls – Barotrauma Mod

Decon pls

par 76561198045268426

Adds a deconstruction recipy for idcard, idcardwreck, bikehorn, pirateclothes, piratecaptainhat, piratebandana, pirateclothesnovice, pirateclotheshard This overwrites all those mentioned items and will override or get overridden depending on your mod load. My first ever mod!

5,875 téléchargements Détails →
SM13 - THE IRON LUNG – Barotrauma Mod

SM13 - THE IRON LUNG

par 76561198294135010

This is the submarine from the indie horror game called "Iron Lung" I made it for fun and I don't recommend you use it. But if you want to, it's functional. Lowering the casket... DECADES AGO, EVERY KNOWN STAR AND HABITABLE PLANET VANISHED, LEAVING ONLY THOSE WHO WERE ON SPACE STATIONS OR STARSHIPS. THIS EVENT BECAME KNOWN AS THE QUIET RAPTURE. WITH SUPPLIES DWINDLING AND INFRASTRUCTURE CRUMBLING, SURVIVORS ARE SEARCHING FOR ANY TRACE OF NATURAL RESOURCES IN A UNIVERSE OF BARREN MOONS, LIT BY THE GHOSTLIGHT OF VANISHED STARS. ONE SUCH MOON HOLDS A STRANGE ANOMALY: AN OCEAN OF BLOOD. YOU ARE A CONVICT, TASKED WITH EXPLORING THIS ANOMALY, IN A MAKESHIFT SUBMARINE NICKNAMED THE IRON LUNG. IT WAS NOT DESIGNED FOR THIS DEPTH, SO YOU WILL BE WELDED INSIDE AND THE FORWARD WINDOW WILL BE CLOSED. THERE WAS NO TIME FOR TRAINING. IF SUCCESSFUL, YOU EARN YOUR FREEDOM.

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Unlimited Coilgun Ammo Box – Barotrauma Mod

Unlimited Coilgun Ammo Box

par 76561198243797688

This is a box with endless standard coilgun ammo. You can purchase it at any of the outposts. endless, infinite, ammunation, coilgun, weapon, ammo

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Mercenary Gear – Barotrauma Mod

Mercenary Gear

par 76561198928455256

This mod adds to the game part of the overalls of mercenaries from S.T.A.L.K.E.R, in the amount of five pieces. *Excluding SEVA and exoskeleton All gear have properties, which will be described below. Suit without accessories (Preferably worn by an assistant) Increases each parameter a little. Hooded merc suit (Medic preferred) Significantly increases medicine, as well as the effectiveness of drugs Mercenary suit with a gas mask (Designed more for a mechanic / engineer) Considerably increases mechanics and electrics. It also speeds up the repair. Wolfhound suit (More intended for the captain) Increases control submarine, and some other stats. It also accelerates the obtaining of any skill. Has regenerative abilities, Increases the damage, has the ability to see through walls Suit with balaclava (Best to wear security) Increases the rate of fire, the rate of fire of turrets, significantly reduces recoil, moderately increases damage, significantly increases weapon skill. All suits can be found in the wreckage, well, or bought at research or military stations. They spawn starting at 20% difficulty in store... Oh, yes.. Beer, belt and guitar not included

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Neurotrauma In-Game Guide – Barotrauma Mod

Neurotrauma In-Game Guide

par 76561198168589809

Requires Lua for Barotrauma and Cs Scripting to be enabled There used to be an in-game guide for Neurotrauma; though it has long been dormant. At the behest of some that I know, I have made my own version. This version runs on Lua and is overlayed onto your HUD; for the time being the button to open the guide sits at the top right of the screen, and is closed by hitting the ESCAPE key. If you encounter any issues, faulty formatting, missing text or if you have any suggestions; let me know in the comments! (I definitely expect them to be there, though I have looked at a lot of the text myself already). Alternatively, I am in the Neurotrauma Fork Discord Server Features: - Guide pages for Neurotrauma and all the addons listed below. - Pages will add themselves automatically based on the mods enabled. For example: if you don't have NT Cybernetics active, they wont show! - Page linking: if an affliction or item is mentioned, click on the relevant text and be brought to its page to read more; - Health Scanner / Hematology Analyzer linking: If you scan someone and they have an abnormal affliction, simply click on the affliction in the readout chat message and the relevant page will automatically open. (Requires mod to be loaded server-side!) - Indexed pages where you can just browse through all pages, sorted by category! - Allow searching by mods, just do @eyes or @infections and the search bar will adjust accordingly! - Don't need the guide for now? Just turn it off! Open your pause menu, go to the Neurotrauma Guide tab and just untick the 'Enabled Guide' box. - Drag the guide anywhere you want! - NT: Pharmacy's Pill Calculator, in-game! - Click on an affliction in the Health UI and press the hotkey (N by default) and it will open the page for that affliction; saving you some time to search! - Localization is made in XML and the UI automatically made via Lua; allowing for easy editing, expansion and translation. Planned Features (Not yet implemented): - Allow open on Keybind press (configurable) - Allow opening of Item page when hovering over an item + hotkey - Drop down search filter for index pages Languages: - English - Russian (by Guns, 99% complete) - Simplified Chinese (by Casual.) In case pages in these languages contain mistakes, please comment about them. I can only read English myself. Supported Addons: - NT Cybernetics Enhanced by Nebual - NT Surgery Plus by Guns - NT Eyes by POSTACI, BETA and bludcart - NT Infections by guy - NT Grafting by Aegis_Myles - NT Lobotomy by POSTACI - NT Thermal by BigEvilGreenBean - NT Airways Extension by moncka.ddima - NT Pharmacy by Guns (Calculator Only) Recommended Alongside: - NT Informative Descriptions by ThousandFields and Ydrec Load Order: - This mod can be put anywhere inside your load order, as long as Neurotrauma is loaded. Known Issues: - Button text more than 1 line long will only be clickable on the first line; - Health Scanner / Hematology Analyzer readouts are bleached, this is due to a C# thing I am currently too stupid to fix myself. Github Link: Incase you want to look over the code or contribute. Special Thanks: - Ydrec, for his wisdom with Lua - EvilFactory, for pointing out an issue I had overlooked - Guns, for their translation efforts - NTID and their code for localization

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Fumo Mod – Barotrauma Mod

Fumo Mod

par 76561198213274367

Adds 6 different fumos (Reimu, Cirno, Marisa, Patchouli, Reisen, and Yuyuko) that can be stuffed with various items. Also adds a C4-like nuke for functionality, as well as a memorial for Ted Gunderson. Items that can be stuffed: Explosives (IC4, C4, UEX, CompoundN, Dirty Bomb, U-235 Bomb) > Detonates on use within Fumo doll. Bike Horn > Honks on use within Fumo doll. Paralyzant, Calyx Eggs > Is injected into the next person who picks up the Fumo doll. Mudraptor Egg > Hatches when someone trying to pick it up, destroys the Fumo doll. Ethanol > Consumes the ethanol slowly while making everyone around it drunk and nauseated. Fuel Rods > Consumes the fuel rod slowly while giving everyone around it minor radiation sickness. > Burns the hands of the person holding it incredibly and gives them moderate radiation sickness. Watch out! Fumos are fragile to fire so it is advised to keep them safe in the event of an emergency. In addition to their fragility, lengthened exposure to Fumos may cause delusions and other side effects.

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[LK]Sd.Ltk-Staatsanwalt – Barotrauma Mod

[LK]Sd.Ltk-Staatsanwalt

par 76561199347925768

Recieving the reports on series of reactor accidents,an instance of near-capture due to fuel shortages,and the third time budget overrun,DoD was compelled to reassess the Sd-180 project with an ultimate conclusion of “effectiveness remains to be tested,while the suitability and survivability are severely inadequate.”Despite assignment's vigorous denial of the failure of the entire project,claiming that it is “still repairable and capable of meeting the expected criteria,”Coalition has nonetheless cut back on subsequent construction plans,while the on-constructing ones wait for the dismantling of several core subsystems and ironical “modernization retrofit.” INSTRUCTION: T2 Attack Volume: 39m*10m Item Count: 720 (supplies not excluded) + 146 (drone) Price: 17500mk  AND a OP version for 0mk,along with certain little toys  This is a very irregular ship, please be sure to read the following instructions: 1. The ID permissions of this ship have been specialized. If you need to change this ship midway through the campaign, please purchase a new ID card from the station merchants. 2. This ship does not have conventional armaments; the main and almost only weapon is two laser lances. 3. The ship's supercapacitor can only support one shot for the laser lances, so it has almost no energy-storage function. The firing rate of the laser lances is mainly dependent on the charging rate of supercapacitor. 4. The ship is equipped with a regular reactor with an initial maximum output of 8500kw, which could only support a firing rate less than 1.5 RPS(When fully upgrated in campaign,less than 2.4RPS),and constraining to fire at full power would cause the whole grid broken down. As compensation,this ship has got a specialized battery pack whose maximum output reaches 30000kw,which however could only maintain for 10 seconds(When fully upgrated in campaign,16 s),and its efficiency is only one-third of a normal battery(the OP version's charges just like normal ones),which suggests it would take about at least 2 minutes to be fully charged with no upgrades. Please use all functions with caution. 5. The ship's power grid has two modes: Cruise/Fast-Charge, which can be switch using the second button on the sonar panel. 5.1 In Cruise mode, the voltage of main power grid is set normal (default is 2.0) , and energy efficiency is relatively high. The main voltage meter flashing blue indicates Cruise mode. 5.1 In Fast-Charge mode, when the battery pack is charged less than 90%,the target voltage will be set to the very maximum value(default is 5.7),which may decrease the grid's stability.The main voltage meter flashing red indicates the Fast-Charge mode. 6. The target voltage for each mode can be adjust in the terminal in front of the navigation console by entering "abbreviation+number", e.g: entering "VC1" to adjust the Cruise mode voltage to 1. 6.1 It is not recommended to set the Cruise voltage above 2.0. 6.2 It is not recommended to set the FC voltage above the junction box limit (default is 6.0, increasing by 10% per each level, with the maximum level being 7.8). 7.The weapon system has two quick gear-position setting mode:Normal/Terminus, which can be switch using the lever below the navigation terminal. 7.1 In Normal mode, the weapon setting can be adjusted by the hidden supercapacitor left to the terminal (default level 5). The battery capacity indicator above the navigation flashing blue indicates Normal mode. 7.2 In Terminus mode, the stored setting from the terminal will be activated (default level 9). The battery capacity indicator above the navigation flashing red indicates Terminus mode. 7.3 To adjust the Terminus setting to level X, enter "GLx0" in the terminal. e.g: entering "GL80" will set the Terminus level to 8. 7.4 In practice, you may can set the Normal mode to a higher level than Terminus. 7.5 The charging speed of the supercapacitor (i.e.the firing rate) is proportional to the square of the setting level. For example, level 5 corresponds to a firing rate of one-quarter of the maximum power. 7.6 The reactor's power is approximately one-third that of the battery pack. Therefore, the fire sustainability will increase exponentially at lower settings.e.g: level 7 (49%) corresponds to half the firing rate of level 10, but the fire sustainability at level 7 will be three times that of level 10. Capacitor groups at level 5 and below are generally difficult to deplete. 7.7 It is not recommended to set the level to 3 or lower, as the firepower will be too weak and may cause AI issues. 7.8 constraining to fire at full power under the circumstance battery pack depleted would cause the whole grid broken down. 8. When you upgrade the reactor's max output or capacitor's charging rate, you'll need to adjust the corresponding multiplier in the terminal, with the adjustment method being the same as the target voltage setting. 8.1 The reactor multiplier defaults to 85, increasing by 3% with each upgrade, and the engineer's "Buzzin" talent increases it by 10%, but you can slightly reduce this multiplier to achieve better voltage stabilization. The recommended multiplier table is: (without talent) 84.5/87.5/90/92.5//(with talent) 93/96/99/101.5. If you have added modules such as "Better Upgrades," you will need to calculate manually. 8.2 The battery default multiplier is 100, increasing by 10% with each upgrade, with the multiplier table being: 100/110/120/130. 8.3 The supercapacitor default multiplier is 300, increasing by 10% with each upgrade, with the multiplier table being: 300/330/360/390. 9. Flipping the small switch on the right side of the navigation console will activate the "temperature-control" mode. The reacting temperature meter flashing red indicates that it has been activated. This mode adjusts the reactor control logic to temperature-control,consuming fuel faster(no matter which grid mode you were in) to significantly increase reactor performance,the adjustment itself takes nearly 20 seconds. 9.1 The first small light on the upper right of the navigation terminal flashing red indicates that the rest fuel in reactor less than 10%. 9.2 The small light off indicates that reactor no output. 10. Press the first button on the sonar panel. to switch the control of the command room periscope to the main gun override control/"Sextant" drone. 10.1 When deploying drones, tap lightly to detach the drone from the docking, and it will rise out of the shell after redocking. Do not press and hold directly to release the drone, as this will cause the drone to get stuck. 10.2 For specific usage of the "Sextant" please refer to: Sd.Erk-303.02 11. The deconstruction platform on the fin right next to the lower hatch can be used for quick salvage of supplies. 12. The minimum operating voltage for the gene research console is 0.9. 13.SHALL NEVER BETRAY COALITION THANKS FOR SUBSCRIBE!

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Simple Ammo Rack – Barotrauma Mod

Simple Ammo Rack

par 76561198101654074

Tired of storing mountains of ammo on the floor? This simple addon introduces a craftable "Makeshift Ammo Rack" that functions similarly to makeshift shelves. Simply right-click to place it and store up to 2 ammo crates. Features: -Capacity for 2 ammo crates -No talent requirements -Right-Click to place -Press 'E' to detach -Lightweight & standalone Feel free to provide feedback, especially on whether the capacity of 2 is too low, as well as on the material costs and price. If you’re looking for the same implementation but for ammo crates, check out my other addon Simple Shell Rack: https://steamcommunity.com/sharedfiles/filedetails/?id=3207901850

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