- 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.
Scartarus
par 76561199045347858
Class: Attack Price: 50 000 Tier: III Recommended crew size: 8 - 12 Dimensions: 95x45m (Actually 79x20m which will allow it to fit in the final location (testing required!)) Dive Rate: 11.8 km/s Ascent Rate: -19.0 km/s Cruising Speed: 24.0 km/h Boost Mode: 30.8 km/h Stealth Mode: 15.1 km/h Tactical and technical data: Class: Deep-Sea Combat-Assault Research Vessel (DS-CARV) Price: 50 000 Tier: IV Recommended crew size: 5 Veteran or 6 Professionals or 7 Experienced Dimensions: 95x45m Objectives:Engage and neutralize hostile abyssal entities, conduct field cybernetic/biological augmentations, and investigate anomalous phenomena in Europa's high-pressure zones for Euro-Colonial Marine Research Division. The "Scartarus" represents the pinnacle of Euro-Colonial deep-sea engineering, combining military-grade durability with cutting-edge research capabilities. Its triple-reinforced titanium-kevlar hull can withstand direct assaults from mature Abyssal Hunters, while the advanced pressure compensation systems allow operations at extreme depths. This vessel serves as the backbone for both ECA expeditionary teams and special combat units operating in Europa's most dangerous territories. Its unique configuration - featuring standard research labs alongside a classified genetic modification facility - has also made it highly sought after by smuggling syndicates, who value its perfect balance of firepower and discreet operational profile. Core Systems 1. Propulsion - Boost Drive - Silent Running 2. Weapons - 6 turrets (2 chainguns, 2 double coilguns, and 1 railgun) with automatic fire switching (excluding the railgun). - 2× Depth charges (toggle between HE/PULSE) - Dual ammo loaders (2× capacity per turret) 3. Defense - Ballast Control System - Compartment Pressure Monitoring - Intruder Detection System - Holographic damage display (real-time leak tracking) Battery Recuperation System 1. Automated Power Management - Reactor-linked charging - Auto-stops at 95% or if reactor offline 2. Emergency Power Protocols - Compensates for energy spikes - Prioritizes critical systems 3. Tactical Power Routing - Parallel circuit design - 5min emergency power Advanced Systems 1. Virtual Assistant - "L.U.C.Y." AI (Help with XML by Thy Good Boy) 2. Automation - Item transfer tubes (armory ↔ engineering) - Automatic Door System Detection & Sensors - Entity scanner - Internal/external camera network - Full HUD showing: - X/Y velocity, depth,fuel - Fuel/ammo status - Depth charge inventory Special Modules 1. Cybernetic Lab 2. Research Lab - Alien artifact containment 3. Factory Crew Facilities - Medical bay - Sauna (reduces stress) - Cafeteria (morale bonus) And more... Final Note: "Officially a research vessel. Actually a gene-splicing, monster-slaying, law-bending deep-sea fortress." "(All systems are operational unless sabotaged. Railgun remain manual-only per safety protocols.)" "Retrowave music by Inexedra(The Cleaner)"
Electric Guitar
par 76561198062905334
Cool electric guitar with 2 songs. But with the drums, could not find the clean versions. Tell me, if you have ideas. Songs: https://www.youtube.com/watch?v=IMNLy67ihY4 https://www.youtube.com/watch?v=XFPoWcgnZcY
[V+]升级炮塔底座(Upgrade Your Turret Pedestal)
par 76561198366571368
中文部分(Chinese Part): (事先声明:由于甲鱼的绿皮代码,以及其开放供模组作者的指令接口有限,本模组的使用方式有些清奇。为了最佳体验,建议完整阅读简介) 请问各位有遇到过这种烦恼吗? “明明这艘船各方个面都很不错,但就是炮太拉胯了”(点名批评方位角) 或者是 “为什么会有将唯一的重炮放置在正下方这种傻*操作”(点名批评座头鲸) 如果你遇上过以上的烦恼,那么,这个MOD便是解决以上问题的一种解决方案! 使用方法: 在安装这个MOD以后,你可以在换炮和升级船的NPC那里升级你的炮塔。 在购买或后,结算回合以进行安装 在将购买的套件安装完毕后,返回前哨站,然后再次找到换炮和升级船的NPC 接下来,找到你已经安装完毕的套件,选择将其拆卸。再次结算回合后,你的炮塔便改装完毕了 整个流程稍微有些麻烦,但是兼容性绝佳,理论上兼容绝大多数基于和的模组炮塔 关于EK模组: EK模组的重型炮塔是另一套系统,也许未来会专门制作一个针对EK重型炮塔的升级套件模组 English Part(英文部分): (explain in advance: because the D*** game codes, This mod's use-pattern could be little bit strange, so i suggest you to read the Description full) Did anybody Have ever encountered this kind of trouble? like "wow, a great ship, but the fire power is 2 weak" or "why they just set the only gun of heavy at the bottom?when i sink down, how i return the fire back?" Now, The solution is befell !!! How to Use? After installing this MOD, you can upgrade your turrets from NPC who change guns and upgrade ships. After You Buying or , Finish the round to Equip it. And, When you buying and Equip the module, Return to outpost , And find that NPC again. And, You need find the module that you just Equip, and Uninstall it (right,unequip), and finish round again. Now, Your turret is Modification Complete. Yes, is very complex. but the compatibility would be good in Theoretically. for most MOD turret they based by or . but EK mod is a exception. About EK: EK mod have a special mode: The Heavy Turret. i may create a new MOD to Adaptive it in future.
DynamicEuropa CN
par 76561198202959547
为DynamicEuropa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
Ксеномол
par 76561198143938112
Покусали ползуны? УКУСИ ИХ В ОТВЕТ! Ksenomol — это русифицированное судно, главной особенностью которого является подвижная смертоносная челюсть. Но не только это заслуживает вашего внимания, в подлодке собраны и объединены лучшие технологии и геймплейные элементы, такие как: вентиляционная шахта, загадочный ИИ, Альфа протокол, карантин и ещё пара секретов, о которых вам только предстоит узнать... Да, у зубов большой урон, и да, погибните даже в боевом скафандре. Немного технических деталей: • Челюсти работают автоматически, переключение реакции на людей/монстров производится из рубки капитана. • Вмешательство в электронику запрещено только в больших схемах. Двигатель/ насосы /кислород вам легко могут разобрать. • Имеется лучшая существующая система авто дверей класса "Gvinevra". • Присутствует алгоритм авто регуляции реактора. При отсутствии выхода энергии, например, если стержень обнулился, начинает мигать лампочка у капитана, сразу же включается небольшая страхующая батарея, её должно хватить, что бы успеть сменить стержень; прим.: она не связана с общей системой батарей. • Разрядные катушки при контакте с монстром срабатывают автоматически. • Из рубки доступен обзор с наружных прожекторов, внутренней камеры и дрона (Переключать на ЛКМ, смотря в перископ). • Установлен дрон. Может помогать освещать пещеры и перевозить ресурсы. • Имеется интересный карцер, в нём же спавнятся пассажиры, вентиляция там может обеспечить ± 6 человек. Подлодка для русской аудитории, амеры лайк уж точно не поставят, поставьте хоть вы) I see no reason to translate, cause you still won't be able to play freely in case of the language barrier. But you can just look at the decor and the electric schematics.
[Discontinued] Meaningful Upgrades CN Patch
par 76561198145828002
原模组 Meaningful Upgrades
Electric Guitar
par 76561198075964490
A new electric guitar instrument for Barotrauma! :) The mod is named "Kropolis' Electric Guitar" in the content, as to not be confused with the already existing electric guitar mod. This was more or less made for fun to try my attempt at a first mod, and I think it turned out well. I made a Barotrauma-fitting sprite and included 6 guitar-only pieces from a set of songs. It can be purchased at stations or spawned in the console (named "eguitar" in the files), although *you should only spawn it via console in singleplayer*, as it tends to desync the others in the server. The best way to do it for multiplayer is to either use a ship that had the guitar already on it or buy it from a civilian trader. The base price is at 200mk. The 6 songs are: Blackened - Metallica Bloodlines - Dethklok (Metalocalypse) Chop Suey - System of a Down Holy Wars... The Punishment Due - Megadeth Imperium - Machine Head Master of Puppets - Metallica Song suggestions can't be taken at the moment due to the already long loading times with the songs. They aren't clipped pieces of the songs but rather entire songs, which can already cause initial loading issues. Any more songs would just enlarge the issue. I might make a smaller riff looping guitar at some point but this mod, as it is now, is considered finished. Also you may use this mod as a base to do your own electrical guitar uploads, crediting is appreciated but not required. :)
Robotrauma - Improved Husk Patch
par 76561198023156304
Updated to Robotraum Apotheosis Makes Robots from Robo-trauma immune to Improved Husk's infections like Head Latching. Place this patch above Robo-trauma in your load order. Credit to Versus for Robo-Trauma https://steamcommunity.com/sharedfiles/filedetails/?id=2948488019
Sundowner
par 76561198064284524
Red Sun Over Paradise "Log 42, Doctor Frank Marcos Signing in. I've been accounted as chief medical officer in a new prototype vessel "The Sundowner", seems like normal outpost folk don't quite make the cut for the type of crew the S.B.M.C are looking for. At first glance it didn't look like much honestly, its not the biggest nor the fastest, higher ups are not telling us more than we already now. But as the days past and we decent further and further into the abyssal waters of Europa I start to realize how advanced the ships systems are, the hull does not crack nor screech taking up the immense pressure like nothing, passive sensors alert of even the smallest organism nearby and this "Medical Turret" thing is something I've quite never seen before, a bit extreme in my opinion. Officially we are here in a "Mining" operation looking for large quantities of this "Fulgurium" material but then, why not contract an specialized external crew for that? why is this thing so heavily armed and defended? and why do we keep pluming so incredibly deep... the captain is stone cold and has threaten us with blowing up the reactor before in case of "Insubordination". The pay is good, more than enough for the troubles but I cant shake this feeling, it reeks of foul play..." Specs - Class: Transport / Tier 3 - Price: 40000 mk - Size: 6-10 - Experience: Experienced - Fabricator: Yes - Deconstructor: Yes - Medical Fabricator: Yes - Research Station: Yes - Cargo Capacity: 80 Crates - Movement Speed (Horizontal/Turbo Mode): 27 km/h - Movement Speed (Decent): 15 km/h - Mounted Turrets: 2 - Purchasable Turrets: 4 - Depth Charge Tubes: 2 - Discharge Coils: 4 - Reactor Output: 12000 kh (X2 Fuel Consumption) - Wifi Channels: 500 up to 530 Notable Features - Ballast Flora Protection. - Auto Supercapacitors. - High Capacity Battery Array. - Fixfoam Distribution. - Prototype Medical Turret (Requires Included Loader Syringe Gun). - Auto Discharge Coils mode. - Passive Proximity Sensors. - "Alert" mode. - "Turbo" mode. - Fully Equipped Mining shuttle. - Clown Kill Counter (Best feature yet!). - Inner/Outer Camera System. - 50% Stronger Hulls. - Terminal Chat System. - Depth Charge Selector. - Smart Airlocks. - Modular Electrical System. - Vending Machine. - Bot Friendly. - Electrical relay support for mods with placable equipment. Shuttle "Medusa 5.1" Features - Large battery capacity. - Lots of storage space. - Combined ballast control when docked to main submarine. - S.O.S signal. - Depth charge tube. - Agile and compact
[Broken] MedOverhaul
par 76561198041817629
Been too busy with life to mod or play Barotrauma, so I've pretty much abandoned this and my other mods. Feel free to modify or make your own versions of the mods as you see fit. Krzezny has taken an interest in MedOverhaul and maintaining it, so I'm handing authorship over to them so they can maintain/update the mod. Big thanks to them for all the effort and care. An overhaul of the medical system heavily inspired by u/Krazy_Ivan_'s post on reddit: https://www.reddit.com/r/Barotrauma/comments/lg53dz/a_proposal_medical_rebalanced_making_doctors/ Check out my other mod, Chaotic Pastimes: https://steamcommunity.com/sharedfiles/filedetails/?id=2482877728 Warning: Probably horribly unbalanced. Use at your own risk. Feel free to comment suggestions on how to improve the balance. The mod adds three(ish) new mechanics for dealing with bites, lacerations, blunt trauma, gunshots, organ damage, and explosion damage. Ideally, it should make medic more useful while also not making them necessary. It also changes a variety of medicines to make room for these new mechanics, most important of which is morphine: it no longer heals, but instead grants a long lasting buff that'll keep you up even if you're hurt. In general, healing in this mod takes longer and requires more effort, making it a boon to have someone whose sole focus is healing. But in a pinch, you can still heal without being a medic. It'll just be less effective, more expensive, and riskier. New Mechanics/Medicines: 1) Biofoam Sprayer Mechanics weld hulls, so why can't Doctors weld humans? The Biofoam Sprayer allows you to spray, well, biofoam onto people, slowly healing Bite and Laceration wounds. Biofoam comes in tanks and can be manufactured using opium and alien blood. The slow healing speed means that Doctors will need to spray the injured for a while before they're back to full health. Luckily, the crew can still work as they're being sprayed. Have fun chasing your irresponsible crew around. 2) Splinting Kit Broken bones take a long time to heal, and adding on extra splints doesn't make it go faster. The Splinting Kit grants a buff that will mitigate the effects of Blunt Trauma and slowly heal it, but cannot be reapplied until the splint has broken. In contrast to the active healing of the Biofoam Sprayer, the Splinting Kit will require Doctors to make occasional checkups on patients, applying the splint and then attending to other tasks until the splint breaks and must be reapplied once more. 3) Surgery In the past, dealing with internal injuries could require complicated organ transplants. Thanks to Biofoam, now it only requires precise surgical incisions and injections. Simple, right? To cure internal injuries like deep tissue injuries and organ damage, Doctors will have to perform surgery, and inject a patient's insides with Biofoam. Surgery has five steps: 0) (Optional) Deploy a Surgery bed like a planter box and have your patient lie down. This will reduce the bleeding from using the Scalpel and Retractor. It also slowly heals the patient. NOTE: The vanilla medical bed DOESN'T DO ANYTHING. 1)Apply a Body Scanner to the torso, giving a timed buff that allows for making incisions. 2)Apply a Scalpel to the scanned torso, making an incision. It'll start bleeding, more so if you're not a Doctor, so be quick. 3)Apply a Retractor to the torso, opening up the incision. If you're not a Doctor, this will probably cause more bleeding. 4)Apply a loaded Biofoam Injector to the torso, injecting biofoam into the wound. Biofoam applied by Doctors heals faster. This will heal injuries all over the body, not just the torso. 5)Patch up the patient with bandages or plastiseal, like you would for any other bleeding wound. If you have trouble remembering the order of operations, each item's description tells you when to use it. In contrast to the Biofoam Sprayer and the Splinting Kit, surgery is fast, but must also be done quickly lest your patient bleed to death. I'm hoping it'll recreate the Helldiver's experience of frantic clicking and button mashing. Bug note: Because of how Barotrauma's conditional system works, I can't check individual limbs for afflictions. At least, I don't think I can. This makes limb specific surgeries impossible :(. For now until a solution pops up, surgery is something that is only done to the torso, but heals injuries all over the body. If you have a fix for this, please let me know! (edit: Advanced Medicine does per-limb surgeries and not to break this mod, that mechanic will be released in the future in MedOverhaul 2) 4) In the past doctors used to leave bullets and shrapnel inside their patients, as it was too hard to remove without causing further damage to the patient. Luckily, the discovery of a species of Europan worm changed that. Kaarmiel worms love entering open gunshot wounds, leaving behind a thick healing mucus, and burrowing through people's organs to devour shrapnel and bullets. In gameplay terms, Europan worms heal gunshot damage, but in turn convert it into twice the amount in organ damage. This creates a tradeoff where sometimes its better to leave gunshot wounds untreated if you cannot afford to perform the surgery necessary to heal the resulting organ damage. In addition to the new mechanics, MedOverhaul also changes a bunch of vanilla medicines. -Opium loses its medical properties, and is now exclusively a crafting material used to make morphine and biofoam. -Morphine applies a 4 minuteish buff that allows you to resist damage in the same way steroids used to. -Fentanyl is now a 'jump start' drug, giving a crazy, instant, long lasting resistance buff in exchange for massive opiate addiction/overdose risks. -Antibiotic glue can also heal bite wounds. -Tonic liquid not only doubles the duration of buffs, it also doubles the healing of instant healing sources like Biofoam Sprayers. -Anabolic Steroids now grant a moderate speed buff instead of damage resistance. -Hyperzine now grants a major speed buff instead of damage resistance. -Meth now grants an even bigger speed buff. Every medicine above has been overridden, in case you're concerned for compatibility with other mods. Credits: -u/Krazy_Ivan_ for the original idea and inspiration -Hinny for the surgery bed idea -Ara Ara Aria for the Fentanyl nerf suggestion. -ZorenZal for reporting the bug that led to the creation of the Europan worm treatment.
Music Overhaul
par 76561198834510884
(ABOUT HOST/DEDICATED SERVER INFO BELOW OUT LIST) Mod replacing standard music, list below Music List: Main Menu Music - Alphaxone, Protou, Onasander - Scourge of the Seas Ballad For Whales - Atrium Carceri, Cities Last Broadcast, God Body Disconnect - Quiet Days On Earth Subaquatic Symphony for Hammer And Metal - Alphaxone, Protou, Onasander - Dusk Wings Layer 3 - Leaving Start Location - Alphaxone - Parallel Destiny Layer 4 - Arriving at Destination - Awakening - Mount Shrine, Alphaxone Road to Hell - Apocryphos - Tenebrous Water Of The SSN Rusty Clown - Apocryphos - Cupio Dissolvi Wondrous Places - Atrium Carceri, Kammarheit, Apocryphos - Ones Atop the Unknown Overclocked Weakness - Atrium Carceri & Herbst9 - Sov ej hos kvinna, som är kunnig i trolldomt Engine room whales - Sabled Sun - This Is Where the World Ends Somethings outside - Dead Melodies & Zenjungle - Illusions Fragile Waves - Lesa Listvy - Lost Compass Marching Upstream Part 1 - Enmarta - Deus Ex Caedem Seafloor Cries - Sunstone - Northumbria Desperation - Northumbria - Sacred Ground Explore The Abyss - Hilyard - Inverted Horizon Zack The Rabid Ripper - Atrium Carceri, Cities Last Broadcast & God Body Disconnect - Scene of the Crime Moribund In An Underwater Coffin - Dead Melodies - The Wake of Man (BEST) Alien Syndicate - Dead Melodies & Zenjungle - Wisp Extraterrestrial Broadcast - Underwater Sleep Orchestra - Blurred Oceans Layer 1 - Monsters Nearby - Alphaxone, Protou, Onasander - The Abberation Monster Nearby - Extended - ProtoU & Oljus - Monstrous Forms Wartrauma - Wordclock - Where Mercy Lives The Eerie And The Unknown - Atrium Carceri, Cities Last Broadcast & God Body Disconnect - Floor 6, Please Space Miner's Song - Wordclock - Heart of a City Barotraumatropolis - Randal Collier-Ford - Eyes of the Temple (feat. Northumbria) Layer 2 - In The Ruins - Alphaxone, Protou, Onasander - Future Ghost Layer 5 - Submarine Flooded - Lesa Listvy - Evening by the Lake Submarine Flooded - Extended - Alphaxone, ProtoU, Onasander - Below the Thunders of the Upper Deep Layer 12 - Objective Complete - ProtoU - The Escape Look Behind The Watery Shadows - (same as Wondrous Places, but longer) All But Systematic Chaos - Atrium Carceri - The Empty Chapel Alien Ruins Loop - Alphaxone, Protou - Dreams of Solace Due to the fact that the mod does not work stably in multiplayer (on the host/dedicated server) There is one possible solution to the problem: Download the mod, go to 1. C:\SteamLibrary\steamapps\workshop\content\602960\28175751 Copy the Music folder to the game folder with file replacement. It will work everywhere in multiplayer and singleplayer. 2. Download the file from Google Disk using the link: https://drive.google.com/drive/folders/1w_kgRln_PfOgQoOKbhYaLrDL6yjlZri6?usp=sharing Copy the Music folder to the game folder with file replacement. If you want to return the default music Properties ---> Local Files ---> Verify integrity of game files It’s all, folks!
Colossus-9
par 76561198122028063
A.I AND NPC FRIENDLY SHIP! WAYPOINTS AND SPAWNPOINTS INCLUDED! Hey you! Looking for the right fit? Colossus-9 wants you! 25,000 MARKS - Recommended Crew Size = 1 - 15 Colossus-9 is one of the few colony sized ships to brave Europas' deadly waters. But someones gotta put those deeply trenched stations and beacons down there! That's where Colossus-9 comes in. It is classified as a Deep Diving Station Builder fit to handle any hostile threat it may encounter. It's main goal is to further human life into the core of Europa. With this, you'll find every accommodation onboard the Colossus-9. From power-grid enhancements to crew lounges, it is a perfect fit for anyone willing to apply! Currently--before it departs--Colossus is looking to hire talented individuals. The best that are in need: Captains, Engineers, Mechanics, Medics, Security Officers , and maybe some assistants. As a gentle reminder --> Archie Dolittle is banned from stepping aboard--You know what you did. Now come and join the Colossal Crew on the Colossus-9 and be a true pioneer into Europa's untapped riches! -------------------------------------------------------------------------------- Features Colossus-9 is equipped to handle any danger it might come across. This list should cover most of the advanced systems aboard the submarine. - Lots of Cargo Space -- Gotta carry those station building supplies into the abyss, fitted with 68 cargo capacity and 2 unit load devices for your own stored goods. - Prison -- A cell that prisoners can be stuffed and locked in. Viewable from the monitor and the execution process is controlled by levers. Get rid of those troublemakers! - Accessible Vent Shafts -- 2 big vent shafts, one located in the freezer to let out that decomposition smell, another located near the prison cell to help prisoners escape before they can be executed. Be careful! There is a camera that can see into the cell. - Backup Power -- Stored in batteries that can be toggled with a switch to charge or release power. Up to 6,000 kW. The lights will not turn on with backup power! Better grab those flashlights in every nearby supplies cabinet! - Autoreactor to control the power-grid. It takes a second to wind up because it powers a moving station lol . - Advanced Airlocks -- Airlocks pressurize before opening/closing - Lockable doors -- Armory, Medbay, Command Room all lockable doors. - Decked out Command Room -- Buttons to control 3 search lights, Lock: Medbay, Armory, Command, 2 Electrical Discharge Coils. - Drainable Ballast Tanks -- for easy ballast flora removal - 6 Coil guns / 1 Railgun / 2 Electrical Discharge Coils -- Coilgun = Right/Left - Top / Mid / Bottom. The fore guns are located next to the command room, while the aft guns are located above the junctions. Gunners need to work as a team to effectively target enemies that cross sides of the ship. -------------------------------------------------------------------------------- This is my second submarine and I took inspiration from one of my favorite movies. Lets see how many of you can tell what it is. Also be sure to check out my other submarines which I'll link here on this page. Don't forget to like and rate and share with your crew! Lastly, if you encounter any issues please comment or start a discussion down below so I can solve it! Thank you! - Sebe
[EMS] The Narwhal (ORIGINAL)
par 76561198160121546
Description The Narwhal is a compact and militaristic vessel made for easy mobility. It is normally used to quickly carry out cargo-transport missions. It boasts four coilguns to take down threats, and when it meets something it can't defeat, it's quick speed can be used to escape just about anything. Features - 4 Coilguns - 1 Ballast - Fully Stocked Armory - Autofill-stocked storages - Depth Charges - Very Fast and Easy Mobility - Small Size - Battery Backup for Engine and Bilge Pump - Clown Outfit - Deconstructor, Fabricator, and Medical Fabricator - Extra autofilled ammunition
JobTrauma
par 76561198273556358
Job Trauma - Version 1.0.3 "The Calm Before The Jobs" Are you tired of installing a million patches to add modded jobs to the outpost? Are you tired of only having one of each modded job in single player and thats it? Do you wish someone would fire the ceo of the hr management? Well look no further! Say hello to Job Trauma, which was inspired by Global Job Patch! This mod requires Lua For Barotrauma to function in servers! For use in single player, you need to install Client-Side Lua for the mod to function. Instructions are in the link above. This mod takes every modded job you have installed and adds them to all hr managers around Europa automatically! Works with all, and I mean all modded jobs and map overhauls. Wanna hire Acolytes and Wardens? Now you can! Play with Dynamic Europa? They are supported too! This mod does not overwrite anything in the game, so it is safe to play with any mod alongside this mod. This mod simply automatically and randomly adds modded jobs to the existing list of jobs when a hr manager is around. It will also save what it picked in your save's location, so there's almost no way to re-roll the job listing. Note that this mod does not currently work with faction hires. It only works for the non-faction workers in the listing, aka the people without a reputation requirement. This mod was tested and works for: - Single Player - Player Hosted Server This may not work on dedicated servers. Features - Gives every modded job a chance to be available for each hr manager at an outpost - To see the rarity of each job listing, look for JobTrauma information in the F3 menu. Planned Features - Add support for faction characters in the job listing - Add a config to adjust commoness and price of each job - Also add a gui to see how rare each job is - Add a blacklist for unwanted jobs - Add a config to adjust starting jobs in single player Known Issues - When going back to an outpost you recently visited, the job listing will not save and will re-roll when you save and return. - Anytime you reload the game, the hireable characters in the listing will still change, but they will retain the job that was rolled at first. Load Order - Lua For Barotrauma (Any order will do) - Job Trauma Job mod position does not matter, place them anywhere you wish.
IKATERE
par 76561198035158331
Whilst modest in its present state; the IKATERE is all about potential. Meticulously designed for survivability and expansion, she is packed full of monitoring sensors that make her truly fearsome when expanded and wielded by a hardworking crew. Central ballast tanks provide safety in the event of hull breaches, and unprecidented systems provide detailed control options from the bridge. Named after a Maori god of the sea, with the right crew she surely lives up to it's name. 100% vanilla; no mods required Advanced Sensor Suite The Ikatere is fitted with numerous advanced sensor systems, such as proximity alerts that show live on the main screen in the bridge. An array of closed circuit cameras can be cycled while on the main periscope using the mouse button. Detailed alarms and warnings are shown on the bridge - however they must have power to function. Detailed Monitoring Systems Every aspect of engineering is detailed to the crew through advanced monitors, providing feedback and systems to control and manage the IKATERE whatever your mission. Onboard calculations provide endurance estimates while running on batteries, and charging modes allow full control of the reactor and batteries. Kaeaea Gunship To complement the IKATERE,the KAEAEA gunship is docked to the shuttle port. Featuring a state of the art chaingun, this shuttle is highly maneuverable. It's airlock is able to be cycled without losing buoyancy (while in autopilot). It's onboard systems provide endurance estimates, letting you know how long your batteries will last. General Alarms A variety of general alarms trigger notifications to the crew, through both lighting changes in the main hallway, alarm indicators in the bridge, and sirens throughout the ship. Comprehensive Medical Bay A full suite of medical equipment is onboard, including a medical ward that can be locked by Medical Personnel, when quarantine is required. Formidable Weapons Potential With a total of six hardpoints, three of which come fitted at launch, the IKATERE becomes a formidable force once fully upgraded. Split into forward and rearward turret rooms, gunners are easily able to switch between different targets. Magazines for ammunition storage are located nearby.
MECH D4U-2 (Military Inc.) by OO
par 76561198840486614
MECH D4U-2 Dive into the future with the awe-inspiring Underwater Armored Mech—a marvel of technological ingenuity and aquatic prowess. With its sleek design, impenetrable armor, and swift propulsion systems, this colossal mech dominates the depths, protecting and exploring with unmatched precision. Unleash the power of the ocean as you command this engineering masterpiece, poised to conquer the underwater realm like never before. Experience the legendary MECH D4U-2 by Military Inc., specifically designed for elite solo pilots skilled in handling high-powered weaponry. This state-of-the-art marvel boasts piston legs that effortlessly absorb the impact of great falls, ensuring your survival. Armed with a devastating Flak Cannon, a precision Pulse Laser, and versatile automatic discharge coils, all conveniently switchable with a single button press, this Mech grants you unparalleled firepower. Featuring a moonpool and an efficient long-lasting battery system, the D4U-2 is tailor-made for the ultimate solo gaming experience, providing everything you need to dominate the battlefield. (Big regards to ranch who made these awesome images!) Features - Switchable Flak Cannon and Pulse Laser - Toggle-able Automatic Electrical Discharge Coil - Moonpool Exit - Long fall legs - External Storage Like what you see? Ratings help people find more content like this!
Neco Arc Pet
par 76561198064216365
Burunyuu! This mod adds Neco Arc to the game as a pet. It functions like any other pet, with an egg that you'll have to hatch. Neco Arc will eat Type 2 food (Ethanol), plus the items that any pet would eat such as Pet Food, Fruits, and Saline. Neco Arc is fully voiced with lines from Type Lumina. The pet egg can be purchased in campaign at cities and research stations. The egg can also spawn in wrecked or abandoned storagecabs. The ragdoll and skeleton are a bit scuffed, but if you're downloading a Neco Arc mod it's unlikely you're expecting quality. Pay no attention to the Stanky Neco Leg. This may or may not be fixed or smoothed in future updates. IDs The spawn ID for the pet itself is Necoarcpet and the ID for the egg is necoarcpetegg in case you need them. Examples, cheats must be enabled for these to work: - spawn necoarcpet cursor - spawnitem necoarcpetegg cursor Drops Neco Arc does not contain a unique item drop (yet), so at present it will drop a standard fuel rod at high happiness, at approximately the same rate as other pets. This is unlikely to unbalance a campaign, as the rate of pet drops is very low.
Immersive Repairs - Vanilla Welding Patch
par 76561198044041937
Feature Patch Patches Immersive Repairs to remove all changes to welding, making the welding aspect completely vanilla again. The following items from Immersive Repairs will be removed: - Welding Torch - Welding Mask (And its variants) - Welding Cartridge - Welding Rod - Welding Rod Pack - Welder's Eye Drops - Automatic Welder - Fixfoam Tank The following things will be converted back to their vanilla values: - Plasma Cutter - Welding Tool - "Hull Fixer" Talent Load Order: - Immersive Repairs - Vanilla Welding Patch - Immersive Repairs
Mili - Compass (Harmonica)
par 76561198053730348
replaces the harmonica song with Mili - Compass from limbus company
NT Grafting [Baroverhaul Patch]
par 76561199376105812
This mod patches the talent trees and creature drops to allow for both Baroverhaul and NT Grafting. Must be placed above both NT Grafting and Baroverhaul, will not work with any other mod that tries to change skill trees. This will be the only provided solution unless I find a better way to add a skill tree/item drops.
Decotrauma - Terminal Edition
par 76561197992632066
Decotrauma - Terminal Edition This is gonna be dumbed down a bit since i now have to manage steam page :P And im useless at it! What's Included 100% Vanilla Assemblies - screens and terminals How to Use Its an assembly, so you can find it under "Item Assembly" tab after activating it in the mods menu. After placing the assembly inside the Submarine Editor, you can then pick out the ones you like! Join us on Discord! If you would like to contribute to this or any future projects by Decotrauma, or simply keep up with our progress, we invite you to join our Discord server! Check the Rest of Our Collection! We have a collection for Antennas as well! Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=2970863724 And Engines https://steamcommunity.com/sharedfiles/filedetails/?id=2977322693 Reactors https://steamcommunity.com/sharedfiles/filedetails/?id=2995541550 Kitchens & Messhalls https://steamcommunity.com/sharedfiles/filedetails/?id=3050759307 Fabricators: https://steamcommunity.com/sharedfiles/filedetails/?id=3260667221
Some Goofballs and Weirdos
par 76561198089235226
Ever felt like there's not enough character customization? Ever wanted to play as a goblin, or some other freak? Well now you can! This mod adds a number of new, wacky faces, hair colors, and skin colors to add some 'spice' to the character creator, but does not remove the default ones. It also adds a number of first and last names to the name pool, so you might just encounter such interesting folk as Ithy Heckton, Oggart Dastard, or Wobe Cottonmouth. Most of the more absurd skin and hair colors are player only, and will not spawn randomly on npcs, however the faces will. *Spawns naturally on npcs Current Hair Colors: - Chad Yellow* (Naturally spawning but rare) - Salmon - Mint - Void - Granite* - Olive* - Bubblegum - Grape - Kelp - White Current Skin Colors: - Pumpkin - Mushroom Purple - Clown White - Kelp - Tomato - Chilly Blue - Goblin Green - Sickly Pale* (Naturally spawning but rare) - Jaundice* (Naturally spawning but rare) Recently added some accessories, though do note that some of them will not play nicely with many of the faces (particularly the horns). This mod overrides human.xml so is incompatible with anything that also overrides it. :( Open to suggestions for hair/skin colors and potentially accessories.
Immersive Repairs - A Bit More Turrets Compatibility Patch
par 76561198044041937
Compatibility Patch Patches the turrets of A Bit More Turrets to slowly break down when using them and requiring repairs. The following items from A Bit More Turrets are affected: - Rotatory Machinegun - Autogun - Quickfire Gun - Mortar Load Order: - Immersive Repairs - A Bit More Turrets Compatibility Patch - Immersive Repairs - A Bit More Turrets
MGE Brother Posters
par 76561198385334135
Serveur Barotrauma avec support des mods
Lancez votre propre serveur Barotrauma en quelques minutes.
Louer un serveur Barotrauma