- मॉड्स
- /
- Barotrauma
Barotrauma Mods & Plugins
Apo-5 "Chainsaw"
76561198166967743 द्वारा
[h1]For everyone having issues with pulse cannon while using Performance Fix - just add memorycomponent to the Client High Priority Items. It might help.[/b][/h1] [h1][b]Supported languages for now: 简体中文 繁体中文 English Русский Polski (translated by [b]Frosteusz[/b]) 日本語(translated by [b]Arkblade[/b]) I will make other versions of the language later.[/h1] [h1]主力战舰Apo-5 "Chainsaw" 已经准备好前往木卫二的最深处。 The main battleship Apo-5 "Chainsaw" is ready to go to the deepest part of Europa.[/h1] 深潜型/Deep-Diver 规格/Dimensions 57x12m 载货量/Cargo capacity 32箱/32 crates 推荐船员数量/Recommended crew size 3-10 最大水平速度Max horizontal speed 43km/h 最大上浮速度/Max ascent speed 19km/h 最大下潜速度/Max dive speed 19km/h Apo-5A 8000mk (推荐战役游玩/For Campaign mode) Apo-5B 24000mk (推荐任务模式游玩/For Mission mode) [h1]特点: Features:[/h1] [b]激光主炮 LASER MAIN GUN[/b] 她有一门极为强力的激光主炮,不需要弹药补给。并且可在2分钟内发射一次爆发射击,足以杀死任何深渊中的怪物。 She has an extremely powerful laser cannon that does not require ammunition supplies. And can launch a burst shot within 2 minutes, enough to kill any monster in the abyss. 但请注意,主炮无法通过旋转来瞄准,船长必须调整船体来对准敌人开火。 But please note that the main gun cannot be aimed by rotating,which means the captain must adjust the submarine to point at the enemy and fire. 主炮还有另一种模式——散射模式。这个模式下,激光会散射成三线,并且照射很短的时间,主炮能够多次发射,因此可以用来对付小型的敌人。 The main gun has another mode - the scattering mode. In this mode, the laser will be scattered into three lines and irradiated for a short time. The main gun can be fired multiple times, so it can be used to deal with small enemies. 主炮的后方是散热器。在爆发射击后,散热器会散发出耀眼的红光,随着时间的推移,散热器会逐渐降温冷却。 Behind the main gun is a radiator. After a burst fire, the radiator will emit a dazzling red light. As time goes by, the radiator will gradually cool down. [b]远程关闭水泵 Shut off the pump remotely[/b] 你可以在指挥室查看监控,检查三个压载舱是否被孢子感染。如果发现情况,则可以使用旁边的开关关闭对应的水泵。当你按下开关的时候,水泵会自动排水,并在排空后自动断电。清理完成后,只需要打开开关就能使水泵正常工作。 You can check the monitoring in the command room to check whether the three ballast tanks are infected by ballastflora. If you find a situation, you can use the switch next to it to turn off the corresponding pump. When you turn of switch, the water pump will automatically drain water and automatically cut off power after emptying. After cleaning up, just turn on the switch to make the pump work normally. [b]充足的火力 Plenty of firepower[/b] 延续了她的前辈的火力配置(Apo-3和Apo-4)。 The firepower configuration is the same as her predecessors (Apo-3 and Apo-4). Apo-5A拥有2门轨道炮,2门电磁枪,1门激光主炮,2具深水炸弹投弹器(分别发射诱饵和深弹),4个自动电磁线圈。 2个武器基座,随着战役的进行,你可以前往前哨站安装火炮。 Apo-5A has 2 x railguns, 2 x coilguns, 1 x laser main gun, 2 x depth bomb droppers (launching decoys and bombs), and 4 automatic electromagnetic coils. 2 x weapon bases. As the campaign progresses, you can go to the outpost to install turret. Apo-5B拥有完全的火力,因此她的武器基座被两门电磁枪代替。 Apo-5B has full firepower, so her weapon base was replaced by two coilguns. [b]舒适的居住环境 Comfortable living environment[/b] 潜艇内包含宿舍和酒吧,请勿在工作时间内饮酒。 The submarine contains dormitories and bars.Do not drink alcohol during working hours. 感谢所有为我制作提供帮助的朋友 尤其感谢: smxy12hzm noking Doge the biologist chevady [h1][b]谢谢你们的订阅,求点赞和收藏!!! Thank you for subscribing! Like and favorite plz!!![/b][/h1]
Let Them All In
76561198866196217 द्वारा
[h1]Creature Boarding Enhancement[/h1] This mod makes the creatures of any size able to board submarine. Any creatures, be they modded or vanilla. [u]Client-Side Lua is required for it to work on singleplayer.[/u] [u]Both Server-Side and Client-Side Lua is required for it to work in multiplayer, and all players must have Client-Side Lua installed, or they can have monster position and other desync problems.[/u] [hr][/hr] [h1]How to install Client-Side Lua[/h1] [h2]Windows installation:[/h2] [olist] [*]Subscribe to Lua For Barotrauma [*]In the setting menu enable LuaForBarotrauma. [*]Select the ServerExecutable to be equal to the LuaForBarotrauma executable. [*]Host in-game server. [*]While hosting, open the console window (most commonly 'F3'). [*]Type in or copy, then execute the console command: [code]install_cl_lua[/code] [*]Restart the game. [/olist] [h3]Linux/Mac installation:[/h3] You will have to manually install LuaForBarotrauma from [url=https://evilfactory.github.io/LuaCsForBarotrauma/lua-docs/manual/installing-lua-for-barotrauma-manually/]here[/url] [hr][/hr]
Sweet Pea
76561197972304766 द्वारा
"Capable of exploring the narrow crags and caverns of Europa which larger ships cannot, the Sweet Pea is often used for small crew exploration, rescue, and salvage missions." A very small sub ideally for a crew of 2-4. It features solid coilgun coverage but lacks a railgun so its intrepid crew must use guile and depth charges to compensate.
GunLights (Deprecated)
76561198003472489 द्वारा
This is no longer maintained, please refer to one of the below links Total Nugget's Remake: https://steamcommunity.com/sharedfiles/filedetails/?id=2498918103 Wiki5ecret刘增瞳's Remake: https://steamcommunity.com/sharedfiles/filedetails/?id=2498813911 =========================================== A simple mod that adds flashlights to the front of the SMG, Shotgun, and Harpoon Gun. No longer do you have to choose between seeing what's trying to kill you, and trying to kill it back.
Malachite
76561198111586374 द्वारा
Class: Mobile Outpost Price: 100 000 Tier: III Recommended crew size: 5 - 12 Dimensions: 108x24m [CLASSIFIED] Coalition Top Management Only: Class: Mobile Outpost / Experimental Weapons Platform Price: 100 000 Tier: IV Recommended crew size: 5 Veteran ꙰ or 6 Professionals ≛ or 7 Experienced ⋆ Dimensions: 108x24m Objectives: Securing trade routes. Advanced weapons testing. A safe haven for the coalition leaders in the event of political instability. Some of the features: Combat shuttle Light boarding/bombing drone Heavy repair drone Virtual Assistant ( Art & Help with XML by [url=https://steamcommunity.com/id/thybestboyever]Thy Good Boy[/url]) Elevator (monorail) - stable version by [url=https://steamcommunity.com/profiles/76561198040056236]Cryostasis[/url] Pneumatic pipes (item transfer system) Suck energy from outpost system Two Cargo bays (That can be opened and flooded to speed up descent.) Ballast maintenance Fire suppression system Radioisotope thermoelectric generator Automatic internal turrets (with manual control option) Echo-sounder Centralized turret control system Positron rifle (Custom pulse laser turret) Heavy Coilgun (Custom coilgun turret) Radiation laser turret Railgun that can shoot boarding pods!!! 3x Depth charge/boarding pod launchers Backup power array Exterior cameras system Interior cameras system Information screens Close range obstacles sensors Sonar position switch Creatures inside detector Factory Cafeteria Onboard store Changeable room names Rewards (crew motivation system) 2xTorpedoes (Periscope controlled) - by [url=https://steamcommunity.com/profiles/76561198040056236]Cryostasis[/url] Medbay & Laboratory & Prison Electric procedures for prisoners Remote healing Usable Anchors (Help with xml by [url=https://steamcommunity.com/id/thybestboyever]Thy Good Boy[/url] and [url=https://steamcommunity.com/profiles/76561199242579867]Husked Captain[/url]) Toilet with news screen To-buy list And a lot more...
Hazardous Reactors
76561198029647236 द्वारा
[h1] -IMPORTANT- [/h1] [b] This Mod requires server-side Lua to function! [/b] Instructions on how to install server-side Lua can be found here: [url=https://steamcommunity.com/workshop/filedetails/?id=2559634234] Lua For Barotrauma [/url] [hr][/hr] Hazardous Reactors is an overhaul mod that aims to make the life of an engineer much more interesting. It reworks the reactor and its associated items, and adds a series of new dangers and benefits to nuclear power on board a submarine. Some features include: [list] [*]Dynamic Reactor Damage [*]Dynamic Ionizing Radiation [*]Supercritical Warheads [*]New Afflictions [*]Extremely Hot Fuel Rods [*]Specialized Engineering Equipment [*]Radioisotope Thermoelectric Generators [/list] [hr][/hr] [i] In-depth guides to Hazardous Reactors can be found here: [url=https://docs.google.com/document/d/1EPESPYNh-7DEj36jJNCdrLsXd5H7sEkgOlCh8k0p7xM/edit?usp=sharing] (English) [/url][url=https://docs.google.com/document/d/1BuvFynUogz3W2N_UD4e68OjvfIwAi9-z4ATJm5FD_2w/edit?usp=sharing] (French) [/url] [/i] [hr][/hr] [h1] -THE BASICS- [/h1] [h3] Ionizing Radiation [/h3] An invisible and potentially deadly form of energy that continuously emits from damaged reactors and uncontained radioactive material. The only way to reliably and accurately detect it is with a [b] Geiger Counter. [/b] Engineers should keep one in their hotbar at all times. The more radioactive an object, the more dangerous it is. [h3] The Reactor [/h3] When damaged, reactors will leak radiation at an increasing rate. Regular repairs are needed to keep the reactor in operating condition, and keep the crew safe from radiation exposure. [b][i]Do not attempt to repair the reactor with insufficient skills while it is online![/i][/b] Failing the skill check will result in a steam explosion, sending you flying and damaging the reactor further. Power the reactor fully offline prior to repairing it. Once your skills are high enough, or you have bought upgrades to the reactor, you can safely repair it while it is operating. [h3] Fuel Rods [/h3] Fuel Rods are no longer inert after they have been "activated," (i.e. their fission process has started.) Once rods are active, they become extremely dangerous and should not be removed from containment. Spent rods inside of a reactor should be transferred directly into containment vessels. Any direct handling of active rods should be done with tongs to prevent serious burns. Different fuel rods have different hazards when uncontained. [list] [*][b]Uranium/Thorium Fuel Rod-[/b] Emits high amounts of radiation. Will start fires if left uncontained for too long. [*][b]Fulgurium Fuel Rod-[/b] Emits EM pulses that will damage any electronics nearby. [*][b]Volatile Fulgurium Fuel Rod -[/b] Emits large EM pulses and will melt through hulls if left uncontained. [*][b]Incendium Fuel Rod -[/b] Emits extreme amounts of heat and will quickly start fires. [/list] [h3] Specialized Tools [/h3] Hazardous Reactors adds a number of tools for the Engineer to use, making their lives easier and allowing for greater effectiveness on, (and off) the submarine. [list] [*][b]Geiger Counter-[/b] A small handheld device that allows the accurate detection of radiation. Engineers and other personnel likely to encounter radiation should have one in their hotbar at all times. The more frequent the clicking, the more radiation is being detected. [*][b]Radiation Shielded Backpack-[/b] A shielded backpack with an inbuilt Geiger Counter, able to safely transport radioactive materials and other equipment an engineer needs to carry. [*][b]Shielded Crate / Shielded Cylinder-[/b] Devices used to safely store active fuel rods and radioactive materials. [*][b]Fuel Rod Handling Tongs-[/b] A set of heavy tongs, used to keep fuel rods at arms length when transferring them to and from containment. Doubles as a melee weapon, and is effected by any talents that effect crowbar damage. [*][b]Radioisotope Thermoelectric Generator-[/b] A type of nuclear power cell that converts heat directly to electricity. Will run on just about anything radioactive, and requires a special manual to craft and place. [/list] [h3] Medical [/h3] At some point the engineer is going to crawl into medbay covered in burns and vomiting blood. You should know some things before you try to fix them. -There is a possibility that the engineer in question is [b]contaminated,[/b] possibly from exposure to dust while deconstructing radioactive materials. [i]Ensure they are not a danger to you before treating them.[/i] [hr][/hr] [h1][b][u]FAQ[/u][/b][/h1] Q: [u]How do I safely repair the reactor without it blowing up in my face?[/u] A: Power off the reactor, and vent pressure until the power output is zero. Once your skills are high enough, you can repair the reactor while it is running. Q: [u]Is Hazardous Reactors bot friendly?[/u] A: Yes and No. Bots will happily kill themselves if left to repair or refuel the reactor on their own. If you set the bots to ignore the reactor and try to keep them out of the reactor room, there should be no issues. Q: [u]How can I craft a Crisis Warhead?[/u] A: You'll need to create a supercritical rod by performing a controlled reactor meltdown. Beacon stations are an excellent way to do this. Q: [u]Is the mod mid-campaign friendly?[/u] A: No, any active fuel rods will be ejected from where they are stored and cause massive fires on board the submarine. [hr][/hr] [i] Looking for compatibility patches? They can be found [url=https://steamcommunity.com/workshop/filedetails/discussion/2547888957/6852856888225469843/] here. [/url] [/i] [hr][/hr] [h1][b][u]-Special Thanks-[/u][/b][/h1] Barotrauma Modding Discord and all the people who gave me small bits of help here & there Jlobblet for proof reading my dump of a code more than once and teaching me some xml basics ITA Mod Team Pунᛟльв helping me with a rather big flaw with the reactor MasonMachineguns & Da_Morgan for ideas and bug reports Krzeszny for the mod frontpage image Geraiz for critical volatile rod sprite The Ninja Scout for helping me to fix stuff EK Videogames Hellcats Server Members : bug report & feedback Milord for continuous feedback and suggestion Polaris for Brazilian Portuguese translation Gamerice for the Russian translation Evil Factory's help with Lua Ghostsheet's help with Lua based code godnat for the French translation of the in-depth mod guide
Enhanced Reactors
76561198044041937 द्वारा
[h1][b]A Reactor & Radiation Overhaul[/b][/h1] Playing with client-side lua installed lowers the performance impact of this mod, but it is not needed. [h1]Load Order:[/h1] [b]If you're playing with Immersive Repairs:[/b] - Enhanced Reactors - Immersive Repairs [b]If you're playing with Neurotrauma:[/b] - Enhanced Reactors - Neurotrauma [b]If you're playing with DynamicEuropa:[/b] - Enhanced Reactors - DynamicEuropa [b]If you're playing with Artifacts and Ruins Enhanced:[/b] - Enhanced Reactors - Artifacts and Ruins Enhanced Just in general Enhanced Reactors needs to be above any other mod that also edits fuel rods / ores / reactors / radiation. [h1]Features:[/h1] [list] [*][b]Reactors:[/b] All reactors have been overhauled to produce heat in their surroundings and leak radiation depending on how damaged they are. [u]Attention[/u]: It is highly recommended to turn off a reactor and wait until its lights turn off before attempting to repair it! Otherwise it will enter a malfunctioning state in which it will constantly take damage for 30 seconds. If that happens you better start spamming the repair button as quickly as possible to stop it from exploding after a few seconds. Meltdown reactor explosions change in size and severity depending on the fuel rod contained. Wrecks (including modded ones) can now spawn with fuel rods inside their reactors, causing radiation to leak inside the wreck. [*][b]Radiation:[/b] Radiation has been split into two parts: [u]Radiation Sickness[/u] Will no longer show you if you're suffering from it unless it has progressed far enough. The only clues are getting burns all over your body. It will no longer slowly heal on its own and needs active treatment. Use potassium iodide tablets for a bit of protection when diving into wrecks or when being near a leaking reactor or contaminated crewmate. Use activated carbon tablets to cure low amounts of radiation sickness. [u]Contamination[/u] Can only be detected with a geiger counter and is spreading radiation sickness to nearby characters and can't be transmitted itself. So a contaminated person can make nearby characters sick, but can not contaminate them. Use potassium iodide tablets to cure low amounts of contamination. You can only become contaminated by a source of radiation like fuel rods, leaking reactors and radioactive materials. Radiation will take distance, walls and doors into account when applying to your character. This means radiation or heat will be weaker the further away you are and the more obstacles there are between you and the source. [u]Things that are radioactive:[/u] - All Fuel Rods after their fission process was started with a reactor. (Excluded are crafted depleted fuel rods) - Ores: Uranium, Thorium, Fulgurium. - Minerals: Uranium, Thorium, Fulgurium. - Corpses that died while contaminated. [*][b]Heat:[/b] Working near a reactor or being near an active and non-contained fuel rod will slowly overheat you. Once you're overheating you will randomly pass out and slowly burn. [*][b]Fuel Rods:[/b] All fuel rods will no longer stack inside the player inventory and can only be held in your hands. They will now start to glow and irradiate their surroundings once their fission process was started which requires them to be stored in a fuel rod crate for safe transport or disposal. In its active state a fuel rod will be too hot to handle without proper equipment and may start a fire if left lying on the floor. When not contained, the radiation emitted is strong enough to damage nearby items! The fuel rod will also passively deplete over time as the fission process can't be stopped once it's started. (Passive depletion is disabled while the fuel rod is contained within a non-broken reactor as to not break mod compatibility and beacon missions) Every type of fuel rod has its own strength and range for radiation with the volatile fulgurium fuel rods being the most dangerous. [*][b]Exosuits:[/b] Exosuits no longer support fuel rods. Changing rods from the exosuit was quite the hassle so instead the exosuits are now powered with nuclear cartridges. This should automatically be compatible with exosuits from other mods as well. [*][b]Semi- Bot friendly:[/b] Bots can somewhat handle exchanging fuel rods and thus allow you to use this mod in singleplayer, however it is important to equip the bot operating the reactor with a craftable hazmat suit and order them to also clean up items with a higher priority than operating the reactor to force them to instantly store the exchanged empty fuel rod inside the correct container. Make sure to have a "Fuel Rod Crate Shelf" with a "Fuel Rod Crate" right next to the reactor within arms reach. Bots will not equip the hazmat suit on their own. Bots are immune to heatstroke so don't worry about them staying in a reactor room. The affliction may be visible on them, but the effects don't apply. Without the clean up order bots will always drop empty fuel rods from the reactor straight on the ground even if suitable storage is nearby, because that's how BaroDevs intended I guess... [*][b]Plug & Play:[/b] The mod can be added and removed from a campaign at any point as all the required items can be crafted and deconstructed. Before removing the mod from a campaign, it is recommended to deconstruct all mod exclusive items like the fuel rod tongs, fuel rod crates, potassium iodide tablets, etc. If you remove the mod without getting rid of these mod exclusive items, the game will throw a few harmless errors. (just once) These errors can be ignored and will not reapper when saving and reloading the game. [/list] [h1]New Equipment:[/h1] For an overview of all added equipment, please refer to the following discussion: [url=https://steamcommunity.com/workshop/filedetails/discussion/3045796581/3880473533200489252/]Equipment[/url] [h1]Add-On/Compatibility Patches:[/h1] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3354732876]Reactor Management Add-On[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3262062128]Baroverhaul Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3062069071]Hazardously Enhanced Reactors[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3065722159]Talent Merger Compatibility Patch[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3306583912]Better Performance[/url] (Lower refresh rate | Obsolete when playing with client-side lua installed) [h1]Credits:[/h1] - Lua performance enhancements by [url=https://steamcommunity.com/id/evilfactory/myworkshopfiles/]Evil Factory[/url] - Hazmat Suit sprite originally by [url=https://steamcommunity.com/profiles/76561198049884400]Udrakan[/url] - Geiger Counter soundeffects taken from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2547888957]Hazardous Reactors[/url] - EK Reactors: Original by [url=https://steamcommunity.com/id/EkVideogames]Videogames[/url] and updated by [url=https://steamcommunity.com/profiles/76561198039493969]Commisar Jon Fuklaw[/url] - Testing and Feedback: [url=https://steamcommunity.com/profiles/76561197981741414/]WC?[/url] - Russian Translation by [url=https://steamcommunity.com/id/Olivi25]Plasmori[/url] - German Translation by [url=https://steamcommunity.com/id/profole2007]profole[/url]
S.A.F.S
76561197970463211 द्वारा
[h1]Support My Work ☕🎮[/h1] [b]Hey fellow Barotrauma adventurers![/b] If you’ve enjoyed my mods and want to say thanks, buying me a coffee on[url=https://ko-fi.com/foppa] Ko-Fi[/url] is always appreciated. ❤️☕ [img]https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExZHVwY3UxNGNjaDdqMjRscDhxdW5ha2VtdHo4Y3l3NTQ0b2RudDFicSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/Y1l5QeXh0KHRkeDke3/giphy.gif[/img] ----------------------------------------------- ⚠️[b]PLEASE READ BEFORE COMMENTING [/b]⚠️ ➤ Bug reports → use the pinned "📌 Bug Reports" thread ➤Feature requests / ideas → use the pinned "📌 Ideas & Suggestions" thread ➤ Quick questions → check the F.A.Q below 🚫 Random questions, port requests, “when update???”, “not working”, or any coding/technical questions posts here will be deleted to keep the page clean and positive. [b]Thank you for understanding! [/b]❤️ ---------------------------------------------- [h1]Introduction[/h1] [b]S.A.F.S [/b] (Super Armored Fighting Suit) is a highly advanced and heavily armored exosuit designed for special operations, featuring enhanced strength, agility, and firepower. [img]https://i.ibb.co/rR78ctF9/new2.png[/img] [h1] Biggest features [/h1] [*] [b]Repairable Body[/b] (breaks from projectiles, melee, and monster attacks.) [*] [b]Sonar & Nightvision[/b] [*] [b] Status Alert System [/b] [*] [b] Cargo Capacity: [/b] (Can carry one ammo box, shell, or depth charge, plus one additional crate) [*] [b]Nanochip Technology:[/b] (By incorporating nanochip technology, users can unlock a whole new level of functionality and potential, making them faster, stronger, and more efficient in any task or mission[b] = fuel consumption and overheating penalty[/b]) [img]https://i.ibb.co/6R4Qwjm6/testing2.gif[/img] [h1] Only compatible with S.A.F.S exosuit models![/h1] [img]https://i.ibb.co/84D7g3VZ/update-lista-exocloak.png[/img] [h1]Other features[/h1] [img]https://i.ibb.co/fYwCvwHW/resize.gif[/img] [img]https://i.ibb.co/Gvg8767D/arm-info-final-1.gif[/img] [img]https://i.ibb.co/DDFhTpKn/exoblade-info3.gif[/img] [img]https://i.ibb.co/YB2Zntmn/2333332-uusi.png[/img] [h1]Supported languages[/h1] • Português Brasileiro • 简体中文 • 繁体中文 • English • Français • Deutsch • 日本語 • 한국어 • Polski • Español (Castellano y Latinoamericano) • Русский • Türkçe ----------------------------------------------- [img]https://i.ibb.co/ynTXwFT/seasonal-update5.png[/img] [b]As the holiday season approaches, I'm thrilled to unveil a new paint job, complete with a special nanochip! ☃️✨❄️[/b] [img]https://media.giphy.com/media/5sltg1OBl5fgq6OG80/giphy.gif[/img] [b]Join the Journey![/b] 🚀 [*] [b]5,000 Subscribes:[/b] I’ve created a brand new paint job! 🎨✨ [img]https://media.giphy.com/media/3a1d0m0ouCe3Kx42fX/giphy.gif[/img] [*] [b]10,000 Subscribes:[/b] a fresh paint job and a unique nanochip that adds an exciting twist! 💎🔧 [img]https://media.giphy.com/media/z790yTs23QoIf1PnTU/giphy.gif[/img] [*] [b]15,000 Subscribes:[/b] I’m thrilled to introduce a new nanochip!🚀✨ [img]https://media.giphy.com/media/i31kLUQvDMqj6gYuri/giphy.gif[/img] [*] [b]20,000 Subscribes:[/b] I’ve created 3 brand new paint jobs! 🎨✨ [img]https://media.giphy.com/media/jyR5BWSaBKefdyrCox/giphy.gif[/img] [*] [b]30,000 Subscribes:[/b] Introducing a new feature: arm attachments, along with a sleek new paint job! 🦾🎨✨ [img]https://i.ibb.co/fYwCvwHW/resize.gif[/img] [*] [b]35,000 Subscribes:[/b] A fresh paint job with a brand new arm attachment! 🎨🗡️ [img]https://media.giphy.com/media/9XlghHBWlC0DJtsOeB/giphy.gif[/img] [*] [b]1000 Ratings:[/b] After countless lines of code, sleepless nights, endless tweaks… [b]🚀the new update has arrived!🚀[/b] (Check the [b]Change Notes[/b] for full details.) I’ve also added a brand-new nanochip to the game. Hope you like it! 😉 [img]https://i.ibb.co/mVnYt4XR/cloak-new.gif[/img] ----------------------------------------------- [h1]❓ F.A.Q – READ THIS BEFORE COMMENTING ❓[/h1] [*] [b]Q: When is the next update?[/b] When it's ready. I work on this in my free time. No ETA. [*] [b]Q: Is the S.A.F.S not supposed to take damage? I´ve had it for a very long time now and never have had it take damage.[/b] SAFS is actually the first exosuit and wearable item in Barotrauma that takes damage. If you check the change notes and description, you'll find details about its development. [*] [b]Q: How to repair the S.A.F.S?[/b] The game has a mechanic called "Repair Threshold" Once the suit's condition falls below that threshold, using the wrench will successfully repair it. [*] [b]Q: Where do I find the Manual?[/b] Head to the Research Station to buy the manual. [*] [b]Q: How do I craft things in SAFS mod?[/b] Read the Manual thoroughly (100%) to get the extra talent!-> gather the required resources -> load your materials into the Fabricator-> you’re all set! [*] [b]Q: The mod isn’t working.[/b] Read the "📌Bug Reports" pinned post first. 95% of problems are load order or missing requirements. If it's actually new, post in Bugs thread with your full load order + crash log [*] [b]Q: I feel like the new arm attachments drain the fuel rod way too fast.[/b] Trying different fuel types like Thorium Fuel Rods might help with fuel consumption. [*] [b]Q: I can't figure out how the ExoJet works.[/b] While in water, hold RMB, then press and hold LMB to activate ignition. Use the keys to navigate. [b] Q: Does the ExoCloak remove nametags?[/b] ExoCloak doesn't remove nametags, but with S.A.F.S_idcard you can make your ID untraceable! [*] [b] Q: Why does the nanochips lose condition?[/b] This is intentional. It is part of the overheating system. [*] [b]Q: Is this mod compatible with other mods in the game?[/b] A: Hard to say unfortunately, It's not part of my scope to know everything about the compatibility of other mods in the game...The main thing to note is that this mod is intentionally built without a Lua script. It's a key technical decision to ensure it works within the standard framework of the base game. [*] [b] Q: Why are some comments being removed from the page?[/b] Comments that are repetitive, unclear, disruptive, or already addressed are removed so the page stays helpful, positive, and easy to read for everyone. Kind words and thank-yous are always appreciated! 💕 [*] [b] Q: Is it okay to suggest new features or ideas?[/b] Absolutely! Please use the "📌Ideas & Suggestions" pinned thread -> makes it way easier for everyone to see and upvote! ---------------------------------------------- [h1]Support My Work ☕🎮[/h1] [b]Hey fellow Barotrauma adventurers![/b] If you’ve enjoyed my mods and want to say thanks, buying me a coffee on[url=https://ko-fi.com/foppa] Ko-Fi[/url] is always appreciated. ❤️☕ [img]https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExZHVwY3UxNGNjaDdqMjRscDhxdW5ha2VtdHo4Y3l3NTQ0b2RudDFicSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/Y1l5QeXh0KHRkeDke3/giphy.gif[/img] Tags: Exosuit, Nano-tech, Modular, Power Armor, Blade, Melee, Enhancement, Explosive, Shield, Cutting, Blaster, Vulcan, Minigun, Flamer, Net, Shockwave, Industrial, Paralyze, Gravity, Fist, Spray, Jetpack, Flare, Repulsor, Freeze, Ice, Smash, Drill, Manual, Book, Read, Blueprint, Talent, Arm, Mount, Ammo, Ammunition, Underwater, AI, Mechanical, Damage, Lightning, Gear, Oxygen, Robot, Combat, Scooter, Futuristic, Electric, Shock, Chaingun, Coilgun, Tool, Backpack, Paintjob, Hybrid, Turret, Repair, Talent, Web, Weaponized, Science fiction, Scifi, Sci-Fi, Deep, Utility, Gun, Customizable, Trap, Diving, Computer, Tactical
Detectable Alien Materials 可探测的异星矿物!
76561198843821480 द्वारा
[CN] 这个mod只做了两件微小的工作:让异星矿物能够被矿物探测器探测到,以及让它们在黑暗中发光,使其更容易被玩家发现。可以兼容已有存档 [hr][EN][/hr] This mod does only two simple things: made alien materials detectable to mineral scanner, and made them glow in the dark so that them can be easily found. Should be save to install/remove on existing save. [hr][RU][/hr] Эта модель делает только две простые вещи: пусть сканеры минералов обнаруживают инопланетные вещества и делают их светящимися в темноте, чтобы их легко найти. можно установить / Удалить в существующем хранилище. [h1]ChangeLog 2022/4/21[/h1] - 调整异星矿物生成量,应该和官方的配置是一样了 - 给燃素块加上了"explosive"的tag,现在这货可以用雷管引爆了(?) - Adjust the spawn of alien materials to match that of "Urban Expanse" update. - Add "explosive" tag to incendium, now it can detonate through detonator [h1]ChangeLog 2022/4/30[/h1] - 给每一个异星遗物加上了声呐标记,在靠近时会自动标记附近的遗物,在遗物脱离水面后标记会自动消失(理论上) - Add sonar label to every alien artifacts, it will automatically mark the nearby artifacts on sonar screen. The sonar label will disappear automatically once you bring it out of water (theoretically). [h1]ChangeLog 2022/5/3[/h1] - 为异星遗物柜添加遗物生成,现在几乎每一个异星遗物柜都会包含一个遗物 - Add spawn for artifacts in artifact holder. [h1]ChangeLog 2022/10/13[/h1] - 平衡性更新,相比原版异星矿物的生成略有增加 - 添加航道内的遗物生成(引用自“地狱绘图”mod) - Rebalance the spawn for alien minerals, made it slightly more common than vanilla - Add spawn of artifacts in the round map
Artifacts and Ruins Enhanced
76561198044041937 द्वारा
[h1]Features:[/h1] With [b]Artifacts & Ruins Enhanced[/b] artifacts become researchable and will no longer easily reveal which artifact you're currently dealing with when you find them. To figure out what you're dealing with, you either have to observe its effects or research it at a research station. Researching artifacts can gain you new and interesting technologies to play around with. Ruins are also reworked with more challenges, modules and loot. They will no longer be destructible and will always contain at least 1 artifact. Unidentified serums and alien circuitry can be found as additional loot to make the traveling there more worthwhile, but they've also become more dangerous! If you've played with "Ruins Enhanced" you're already familiar with the modules as I got permission to use them. Adjustments were made to make certain doors no longer shut in your face unless a monster is fighting you to hinder your escape and some other minor tweaks. [h1]Gameplay:[/h1] Here's a list of the overal gameplay aspects: [list] [*][b]Artifacts[/b] Can be researched on a research station with alien circuitry. Researching will reveal what artifact you're dealing with. Researching already known artifacts generates an unkown serum inside the artifact. Can be sold both unidentified and identified. Identified artifacts are worth a lot more. Military and research merchants are the most interested in these and will pay you more. [*][b]Serums[/b] Will not reveal their effects until researched. Can be researched at a research station with stabilozine. They either unlock new technology or give you negative genetics effects. Can only be sold when identified. Military and research merchants are the most interested in these and will pay you more. [*][b]New Technologies[/b] Unlock recipes for new items by injecting a serum and craft them at the new research workbench which itself can be crafted at a regular fabricator. Here is a list of currently unlockable technologies: - Artifact Containment - Gene Cleansing - Living Metal - Stasis - Teleportation [/list] [h1]Compatibility and other Info/Patches:[/h1] This mod is semi-compatible with other artifact mods. Artifacts from other mods can still spawn just fine and work as intended, however the gameplay aspect of this mod does not extend to those artifacts from other mods, meaning you can't research those artifacts, they look different and their names will be visible. - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3222194726]Russian Translation[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3223134137]Korean Translation[/url] [h1]Load Order:[/h1] - Enhanced Reactors (If you're using it) - Artifacts and Ruins Enhanced - Robotrauma (If you're using it) - Extract it! (If you're using it) - Any other mod that overrides ruin related items [h1]Credits:[/h1] [url=https://steamcommunity.com/profiles/76561198186834058/myworkshopfiles/]Grass[/url] - Devourer Artifact [url=https://steamcommunity.com/profiles/76561197995266558/myworkshopfiles/]hUbert 2[/url] - Ruin modules from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2825448171]Ruins Enhanced[/url] [url=https://steamcommunity.com/id/a2ur3L/myworkshopfiles/]Azure[/url] - Simplified and Traditional Chinese translation
Enhanced Armaments Fuel for the Fire Expansion
76561198021480954 द्वारा
[h1]A Heavily Armed Europa, Pt. 2 - Military tension is on the edge of a blade, as new tech is developed to tear apart the competition.[/h1] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3013046953&searchtext=Enhanced+Armaments]New NT Patch for EHA+FFE, which is Mutually-Exclusive from the original one.[/url] EHA:FFE adds: [list] [*] Radio Range Extender (throws your voice farther, best used when two people have it) [*] More Hats [*] Different style of Uniforms. [*] More Utility Items [*] Coalition Black-Ops Gear w/ Specialized Sets & Weapons [*] Combat Helmet Variants, Tactical & Medic [*] Europabrew Gas Grenade [*] 8-Gauge Shotguns & ammo types [*] 10mm Pistols and SMGs [*] New Prototypes [*] Blasters, effectively Laser Muskets (Cells get more shots the higher level they are) [*] Chemthrowers, more potent flamers (Uses only it's specialized Chemfuel made in the Chemical Refinery) [*] Powered Exoskeleton, an backpack wearable with a large slot to carry equipment [*] Pocket Fire Extinguishers [*] Weapon Locker storage (Primary is Weapons, Secondary is Ammo Containers) [*] Gauntlets, melee weapons that you can aim, guard, and punch with. [/list] [h1]Has to be loaded [i]before[/i] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2764968387]Enhanced Armaments[/url] to work. [/h1] [i]Things at the top of the mods list overwrite those below it, meaning "Before" is "Above."[/i]
[BOS]中文优化 停止更新
76561198157628895 द्वारा
[h1][BOS]中文优化 —— 停止更新/请勿订阅 新中文优化MOD请前往:[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2965506707] 中文优化-核心包 [/url] [/h1] [h3] 此模组对游戏内所有中文进行优化,并翻译已大部分潜艇编辑器与角色编辑器文本! 【自动安装】 在设置中勾选启用后,重启游戏即可 ■可能出现文字闪烁情况,这是没办法的事情 :-( 感谢以下成员对此模组做出的贡献:(贡献排名不分先后) 雨望,下北泽,V1TIA7E,ANSEL,CTos,FZJEEP,老虎脱粒机汉化组,心儿 Github: https://github.com/esirprus/BaroSC-Texts ------------------------- 如果加载MOD时遇到问题,可以在已订阅MOD页面选择重新安装,如果未能解决,请反馈给我! 点赞评论收藏是对我最大的支持! 联机水群:667081952 模组造船:200300947 [/h3]
Týr Class Battleship [cn][en]
76561198300324714 द्वारा
[h1]The Lite version has been released! [/h1] [h1] Your identity information has been approved, and all permissions in the driver's cab have been opened to you! Welcome aboard, Captain! [/h1] [hr][/hr] Tyre (Týr) The USS is an experimental space/deep-sea dual-use vessel that the Alliance is striving to build in order to fly out of Europa, and currently there is only one finished ship available. As one of the elite captains, you will participate in the navigation testing and various practical tests of this type of vessel. Some of the facilities on this ship use the highest precision technology from the alliance, and their level of confidentiality is quite high. We hope you must strictly abide by the alliance's confidentiality treaty. Finally, we hope you are satisfied with this alliance's new backbone ship. Whether the experimental results are unsuccessful or successful, please accept our sincere gratitude and blessings. Next is an introduction to the various performance indicators of this ship. Please read and keep them properly. [hr][/hr] [h2]Basic performance: [/h2] [list] [*] Construction cost: 36000 marks [*] Size: 63x25 meters [*] Cargo capacity: 48 standard transport boxes [*] Horizontal speed limit: 33km/h [*] Maximum diving speed: 16km/h (normal sailing state) 15km/h (when using a spare ammunition depot) 19km/h (only when the confined room is used as a ballast) 21km/h (only when emergency diving mode is activated) 24km/h (full speed) [*] Top speed of floating: 18km/h [*] Maximum output power of the reactor: 20000kW [*] Reactor fuel consumption rate: 0.3 [*] Number of manufacturing machines: 4 (2x manufacturing machines, 2x pharmaceutical processing machines) [*] Number of decomposition machines: 2 sets [*] Storage of diving suits: 19 pieces (mother ship)+2 pieces (submarines) [*] Sonar: With mineral exploration capabilities [*] Armor thickness: 2.5 times that of traditional ships [*] Armed capability: 4x close range continuous fire guns, 2x rail guns, 1x energy storage laser guns, with discharge coils in the rear half of the hull [*] Depth Bomb: 2x capacity (initial storage of two deep dive decoys) [*] Mounted items: 1x submarines, 1x drones [/list] [h2] Features: [/h2] [list] [*]The use of fast reactors with higher fuel consumption rates almost eliminates the occurrence of overloading. [*]Equipped with a high output braking engine, it performs well in emergency stop tests. [*]The bow of the ship is equipped with an energy storage laser gun, which can pour out a large amount of energy in a single shot, whether it is ice breaking or killing enemies. [*] The drone is operated visually. Click to switch operation/hover mode. If there is a docking interface nearby during hover mode, it will automatically dock with it. At the same time, a laser gun (infinite ammunition) is also equipped, but the energy consumption during firing is high. Please operate with caution. A storage cabinet is mounted below the drone and can be parked at a small window above the engineering room for unloading. [*]There is an emergency diving button on the navigation terminal, which can activate the emergency diving mode with one click. During this period, the drone control room will be filled with water. [*] The confinement chamber can be transformed into a part of the ballast, improving vertical maneuverability. [*] Intelligent screen in the command room, displaying various basic parameters and status, displaying the direction of engine output and enemy encounter direction [*] Equipped with a safe thalamic detonator, precise to the pump. [*] It has certain voice prompts (chat channels), and the terminal in the command room can also send a full ship broadcast. [*]The confinement room is equipped with a door lock (only the captain and security officer have permission), and when the door lock is opened, everyone can enter and exit the confinement room. [*] There are spare ammunition stored in the ballast, which can be activated for emergency when it is inconvenient to replenish. [*]The manufacturing and disassembly machines have backup batteries that can be manufactured/disassembled in emergency situations. [*]The submachine is equipped with a power switch that can be turned off to save energy when stationary. [*] Self provided gene identification instrument. [*]The distribution box has a low durability indicator, and a blue light will flash when the durability of the distribution box is low (around 60). [/list] [hr][/hr] Above, I wish you a pleasant use. Reference and thanks: [list] [*]Thank you very much for the English translation provided by @ Hobo in Kmart; [*]Thank you to @ Chenge Spicy Chicken @ HK433C for providing the copywriting polish; [*] Refer to the ship type of @ Fruit mill ([URL= https://steamcommunity.com/sharedfiles/filedetails/?id=2776628939&searchtext=%E5%8D%A1%E6%9F%AF%E8%92%82%E6%96%AF ]X-WT Kakodis [/url]) and diving suit cabinet design; [*] Refer to @ zyland's ship type ([URL= https://steamcommunity.com/sharedfiles/filedetails/?id=2754023653 ]DA Vortex battlecruiser [/url]); [*]Thank you to the many leaders within the Blue Ocean Heavy Industry Group for their help; [/list] (Above in no particular order) [i] Note: The module file already includes the mothership, submarines, and drones. If you have any requirements, please retrieve them from the module folder [/i] (Written at the end: This ship is designed and manufactured by FreeRider (group nickname Diablo). We welcome everyone to absorb the excellent or beautiful designs on this ship, but please leave the author's name while using this ship's design. This will be the greatest affirmation to me, thank you!) [img] https://steamuserimages-a.akamaihd.net/ugc/1830159746169505364/6FEA4D465978DCEBC9815AE94D6FB6329550F442/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false [/img]
XanMonsters Volume 2 Creature Pack
76561198097607646 द्वारा
[h2]Note:[/h2] if you're using an addon that overrides location types like ITA, watch out for the load order, as the new location of this pack doesn't spawn if its being overriden by another addon, so make sure using the console(F3) that the overrides happen BEFORE the game loads the locations from this addon https://imgur.com/a/VpK3MyO [h1]The mod adds: [/h1] [h3]Artifact Crabs [/h3] Basically mobile artifacts that try to get inside the sub, there is one of them for every artifact,upon death, their artifact spawns but they all stop using their artifact powers: Faraday - everytime it attacks it sends out a emp shock, it will prioritise machines over humans. Thermal - upon entering a zone with oxygen it will immediately ignite itself, upon death it stop setting itself on fire, but the thermal artifact it leaves behind will continue to ignite itself. Skyholder -i wasn't able to port the properties of the artifact to the creature itself so instead everytime it attacks it spawns an invisible item that acts as skyholder artifact, the item will automatically remove itself after about 15 seconds. Psychosis - its attacks give psychosis and deliriumine poisoning,high stats to compensate it's less destructive nature. Nasonov -Creatures will be attracted to it like its a nasonov artifact, however its area of influence is MUCH smaller(but if one is inside you still won't be able to stealthly go past creatures), instead, to compensate, it has the highest HP and most powerful attack, to help it enter the sub and hopefully leave the artifact inside. -to spawn them with the console use :-faradaycrab -thermalcrab -skyholdercrab -psychosiscrab -nasonov [h3]Scavenger[/h3] -Unlike other creatures, the scavenger will try to flee upon detecting the submarine; they will still attack if forced into a corner -they carry rare and exotic loot, -if you see a medium sized sonar blip actively escaping your submarine it's most likely a scavenger -they also spawn in their own special mission, but they assume an aggressive behaviour and won't escape if threatened [h3]Observer[/h3] (tfw when you finish making an enemy that uses emp thinking it would be a good addition and the developers add one literally the next day) - a remake of the Watcher, kinda based on the Magnapinna Squid -it's usually passive but becomes aggressive if exposed to light -its head and tentacles can cause emp damage to spawn it with the console use :-observer [h3]Hydrathresher [/h3] -a Thresher creature as big as a Charybdis - has three heads, the main one can't be severed while the creature is still alive, but the other two can be, you can distinguish the main one as its the one with the health bar on top. -Very high damage potential, but a good gunner with powerful ammunitions can destroy the secondary heads to reduce its possible attacks -to spawn them with the console use :-xanothresher [h3]Xanothresher [/h3] -Even bigger than bonethresher, these creatures can inflict more damage to the submarine and can also use their pair of scythe claws to inflict even more harm - their exposed cranium is their weakspot -to spawn them with the console use :-xanothresher [h3]Lionthresher [/h3] -Repurposed the legacy tigerthresher sprite to make it look like that concept art lion fish creature that appeared in the legacy menu. -smallest and weakest thresher creature, its main purpose is being the first to enter the submarine and inflict paralysis to the humans inside so the other thresher can have an easy feast -to spawn it with the console use :-lionthresher [h3]Fractal Guardians bootleg remakes [/h3] -Made them using the concept art, -they Don't replace the vanilla ones, but they can spawn together This is a temporary addition,when the official remakes comes around i'll either remove them or turn them into something else. -to spawn it with the console use :-Fractalguardianre -Fractalguardianre2 -Fractalguardianre3 [h3]Charybdis Bootleg remake [/h3] -Remade the charybdis using the official concept art.It doesn't replace the original -it can use one of it Claws to latch on the sub marine and drag it around, it can also use them to attack This is a temporary addition,when the official remake comes around i'll either remove it or turn it into something else. -to spawn it with the console use :-charybdisre [h3]MudBouncer [/h3] Like the name suggests they help mudraptors(NOTE:Vanilla mudraptors don't belong to a particular group, and as such were aggressive to the mudbouncer; as i didnt want to ovveride them, I instead a made a separate but identical creature called the mudraptorescort, which cooperates with the mudbouncer) -its only purpose is pinning down the submarine to make the mudraptors job easier, -Their head is armored and receives less damage so aim for the rest of the body. -to spawn it with the console use :-mudbouncer [h3]Infected Brute/ Brute Flora[/h3] A Brute security robot infected by the ballast flora -usually spawns inside wrecks and is part of the same group as the thalamus -Very dangerous for a humanoid enemy, but it's extremely weak to fire due to it being controlled by the flora - The Brute security robot itself isn't in this addon as i plan to add it in another one once it's done. -to spawn it with the console use :-bruteflora [h1]Boss enemies[/h1] They only spawn in their special mission or on their own only if the difficulty level is 88+ [h3]Husk Immorta(Removed, too Gimmicky)l[/h3] (but not really) -An experimental enemy, unless you mod in some ridicolous weapons, it can only be killed by using poisons(Morbusine,Sufforin,Cyanide) or by consecutively injecting anti-biotics until its husk resistance is higher than 14%(keep in mind it constantly regresses, but it needs to reach 14% only once, after that it's not a problem if it goes lower). After the poisons reach maximum potency a kill-timer will start, its duration depends on what has been administered to the immortal, -Cyanide alone has the longest kill-time, - Morbusine and sufforin have the same kill-timer, faster than cyanide -using different poisons together is very effective, if you inject it with all three poisons and they all reach maximum potency it will only be a matter of seconds before it starts dying. -Consecutively injecting it with multiple anti.biotics is also very effective -[b]Keep in mind [/b]: if you, for example inject it once with morbusine, trying to inject it again is useless, if you want to kill it faster you'll want to mix up the poisons you use -Once you're sure it has been poisoned you can eject it from the airlock, but DO keep in mind the immortal is VERY fast for a humanoid enemy and it can easily catch up to the slower subs, so you might consider using something as a decoy or going dark. -to spawn it with the console use :-immortal [h3]Boss Moloch[/h3] Huge moloch made using the concept art provided by the devs, -More Health and stronger attacks, its tentacles give paralysis -in case the developers re add it i'll remove it from the addon -to spawn it with the console use :-bossmoloch [h3]Voidstalker(+ voidleeches)[/h3] Everytime it attacks it spawns two voidleeches: small creatures that are capable of inflicting deliriumine poisoning. -the voidstalker itself falls back everytime it attacks -don't let it attack you too much or the number of voidleeches might become unbeareable [h2] New Location: WasteYard [/h2] Most missions of the addon can be found anywhere in the world, but they have a much higher chance to appear here Becomes more common in the 3rd and 4th ring Leave your feedback,Issues and suggestions below! Thanks!
JobsExtended
76561198865679732 द्वारा
[h1][b][u] Updated Fall of 2025, note that uniform pockets will drop the contained items if put in the hotbar or otherwise taken off to prevent hoarding and performance issues. [/u][/b][/h1] [h1][b][u]Announcement![/u][/b][/h1] - This mod was and is designed around multiple light or full roleplay in Multiplayer, it is not designed for singleplayer with how the crew management system works. To alleviate this somewhat ALL jobs spawn at start of Singleplayer/Editor Testing and if you don't want certain jobs on the the submarine remove them via the crew manager. -Skills and talents are based around Vanilla, lower skills are no longer a thing unless you play janitor, convict or passenger. Which are weirdo assistant types. [h1][b][u]Supported languages: EN,CN,PTBR,PL,RUS [/u][/b][/h1] JobsExtended is an expanded, configurable, and more in depth look into roles for Barotrauma. This mod adds in more expanded job roles for the crew. JobsExtended is configurable using karma to permit certain players to pick certain roles, perfect for admins to help control security clearances, griefing, and roleplay. The default settings will deter griefers from becoming high level roles, but for more precise control, see the admin/Karma utility section. The new jobs run the gamut of remixes or combinations of existing classes with different focus and functions particularly suited for large crews over 8 players, and there is a Baroverhaul Classic Patch version (should also work with Baroverhaul standard) [h1][b][u][DISCLAIMER][/u][/b][/h1] [b][u]You Cannot Buy Modded Bots from Stations, only the vanilla 5 roles[/u][/b] [b][u]Forced low skill removed to facilitate better gameplay instead of grinding skills to normal[/u][/b] [b][u]This mod can easily improve Immersive, Roleplay, OR Traitor gameplay.[/u][/b] [h1][b][u]NEW ROLES[/u][/b][/h1] [b][u]Captain:[/u][/b] The Head of the vessel, the daring risk-taker, the ruler; Only 1 can be in charge! [b][u]Executive Officer:[/u][/b] 2nd-in-command, Keeps everyone in line and preforming their job or defends the CO and executes his will. Captain with Warlord tree instead of politics to better support the gunnery deck. [b][u]Navigator:[/u][/b] Drives the Boat. Depending on the sub, they could locate minerals, lead the diving team, or use/maintain exploration drones. Captain with Frogman instead of Gunslinger. [b][u]Head of Security:[/u][/b] Responsible for all security operations on board the submarine and for the armory. Security with captain style gunslinger pistol focus instead of the Enforcer tree. Note that the HoS is not a captain role but higher than standard security/medical and so has access to Medical, Engineering and Mechanical so they can get into the Tox cabinet or custom engi/mech cabinets. [b][u]Chief Medical Officer:[/u][/b] Manage the infirmary on the submarine and makes sure that the medical supplies never run out and the medical staff operate under the Hippocratic oath (or not). [b][u]Diver:[/u][/b] Diver has been removed AA is back in development and this was just Security++. [b][u]Chief of the Boat:[/u][/b] Supervisor for all electrical systems and leads all technical personnel, use brute force when necessary. Engineer with Bosun leadership abilities [b][u]Quartermaster:[/u][/b] Material management and head Mechanic, With help of the Janitor, they keep the sub clean, fills every storage cabinet and provides ammunition for all weapons. [b][u]Custodian:[/u][/b] Assists Quartermasters in keeping the sub well cleaned, supplied, and stockpiled. An Assistant crossed with both engineer and mechanic maintenance trees. [b][u]Passenger:[/u][/b] Civilian styled assistant type that travels among the crew as a guest, presumably for a price, scientific discovery, or the experience. Low skills mostly supports the crew by buffs as they eventually grow into a role. [b][u]Prisoner:[/u][/b] Lock Em Up! This convict is like an assistant but geared more for melee and pistol combat roles they can't be a clown due to failing the background check. Similar pistol talents to Captain. EDIT: No longer spawns cuffed and has headset. No one was actually using Karma system to force this novel role so its made just a sort of trustee/work release program inmate. [b][u]Vanilla Roles[/u][/b] such as medical, engineer, mechanic, and security are essentially the same. [h1][b][u]FEATURES[/u][/b][/h1] [b][u]Variety[/u][/b] Every one of the 15 Jobs has 3 subroles with to further specialize each role to job title, being combinations of existing job roles such as the XO who is like a Captain with Security talents and a 5 vitality bonus, The heads of staff have captain talents worked into their trees to speed skill growth in their department and act as mentors. While things like Janitor and Prisoner play similar to assistant with a focus on electrical/mechanical and security/melee respectively. [b][u]Talents[/u][/b] Talents are being developed to further add variety to the jobs. [b][u]Items[/u][/b] Clothes are deconstructable, contain pockets, and provide special job specific protection. As seen in the mod Pockets For All (Draconis) fork. Items contained inside can only be accessed when worn to prevent hoarding clothing to use as hotbar slot pockets like vanilla medical outfits. [b][u]Admin/Karma Utility[/u][/b] Through use of the Karma system or commands, moderators can limit players to certain roles. The minimum Karma required for each role is as follows, Note this SHOULD still work as it was vanilla karma system based: CO: 95 XO: 85 COB: 85 HOS: 75 CMO: 75 NAV: 65 QM: 55 SO: 55 DIV: 50 DR: 50 ENG: 45 MEC: 25 JAN: 15 PAS: 5 PRIS: 0 [h1][b][u]Special Thanks[/u][/b][/h1] EagleWolfQueen and Specter The Unchained for Chinese translation. Polaris for Brazilian Portuguese translation. Kaofan for Polish translation (nawet jesli jestem polakiem, raczej malo mi sie chcialo bo nie gram wiec dzieki ~M) Anti4iteR for Russian translation (hope it works havent reached author yet) mage6614 for the Old Crew Uniforms [h1][b][u]Submarine collection[/u][/b][/h1] JE automatic spawn point code no longer worked and was removed you do not need special submarines or code. If you have a funky submarine that uses other ID card tags I may add them to the new job ID cards unless its an older sub and in that case it should be updated to use vanilla ID tags. Huge thanks to Evil Factory, he is a true hero! [h1][b][u]Other stuff[/u][/b][/h1] Be sure to check out [url=https://discord.gg/EATEhZWmkY] Barotraumatic Discord! [/url] We hang out there very often, so you can get updates on when we play, chat with us, or even get sneak peaks of upcoming updates of mods! Have a nice day playing with our mod! o7
Frith's Biomes
76561198022150447 द्वारा
[b]Features[/b] - Remastered textures. - Additional level hazards. - More immersive caves. [b]Known Issues[/b] - Made and tested for singleplayer. High numbers of level objects can cause increased loading times and desync in multiplayer. [b]Compatibility[/b] - Compatible with most outpost wreck and beacon mods. - Might conflict with other mods which edit level generation. - Patch available for Dynamic Europa, follow the load order instructions in the description: - https://steamcommunity.com/sharedfiles/filedetails/?id=2911529819 [b]Credits[/b] LordFrith - Owner, Artist, and Programmer Jade Harley - Programmer
Black Sea's Armory(BWeapons)
76561198093569245 द्वारा
New Version Continued As "Blacksea Armory New Abyss" Now with four language,English,Traditional Chinese,Simplified Chinese,Russian!Special thanks to Cain. Inspired by EK,i made this mod. Powerful Fractalguardian New Job with unique items: Iron Rider Weapons: Europa Coalition Doom(Double Shotgunshell) Dead Rock(14.5mm Round) CQB SMG(7.62mm Magzine) LMG(Linked 7.62mm Magzine) Drum Hybrid Barrel(Drum 25mm Grenade or Drum Shotgun Shell) Power Axe Heat Saber Boarding Shield Experimental Chaingun(Experimental Chaingun Ammo Box) Experimental Portable Rail Gun(Experimental PRG Storm Shell) Experimental Laser Cannon(X01 Oxygen Cell) Experimental Precise Gun(Precise Bullet) Boarding Torpedo Iron Fist Armor Breaker Thunder Cannon Conqueror Jovian Separatists Sickle HMG(14.5mm Ammo Box) The Hammer(Hammer Detonator) Axe Rocket Cannon(Rocket Shell) Power Combat System Equipment: Alien Charger Tatical Scanner Smart Arc MEGA Plasma Rapid Harpoongun Engineering Motor Titanium Railgun Shell Thunder Cannon Support Device Reverse Engineering Alien Power Cell Closed Circulatory System Cell Relic Fragment Aromr: X01 Battle Armor(X01 Oxygen Cell) X01 Battle Armor(Veteran)(X01 Oxygen Cell) X01 Battle Armor(Leader)(X01 Oxygen Cell) Hammer Mining Armor(Betterycell,Fulguriumbatterycell,Hammer Container) Corsair(Oxygen tank) Silver Knight(Alien power cell) Pioneer(Oxygen tank) Hercules Cloth: Armored Helmet Military cap Battle Armor Tactical Bandolier Dreadnought Support System Dreadnought PCIA Other: Apron
Acolyte Job
76561198277439642 द्वारा
My first ever mod, the Acolyte job, was inspired by the assistant's clown tree. There is a clown talent tree for the children of the honkmother, but the church of husk has nothing of the sort so I thought I'd try my hand at making one myself. At first I thought I'd just have it for myself and my friends, but decided to share it in case anyone else wanted to give it a go. Stats Max Number: 3 Vitality Modifier: +10 Medical: 25-35 Weapons: 15-25 Helm: 15-25 Mechanical: 5-15 Electrical: 5-15 Talent Trees Symbiosis: Focuses on the husk infection mechanic itself. The tree greatly reduces the rate of husk infection and while you are infected you will gain various benefits. You can play it safe and gain some nice bonuses, or gain potentially stronger buffs at a cost, tying into a more parasitic relationship with the husk. Missionary: Focuses on spreading the teachings of the husk. The tree allows you to buff those around you, gain ways to husk the crew and strengthen the relationships with outposts for additional rewards. Hivemind: Focuses on giving the crew benefits for being husked, slowing infection rate while also buffing them. You can also give buffs to the entire crew by bolstering your knowledge. When you thrive the crew thrives. Notes This being my first mod I have ever made, I may not be able to fix an issue you have with it, My knowledge is limited, though I do not think there should be any issues since the files are not overriding anything. If you are using improved husks, I recommend getting this patch. Certain talents won't work correctly or at all without it. https://steamcommunity.com/sharedfiles/filedetails/?id=2902682308 In a single player game you will start with an acolyte by default and you cannot hire more. If you would like to be able to hire the job as normal you will also need this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2871279537 In multiplayer you can choose the job like any other job when you create your character. I have not completed the campaign, or played in a large group so I have no idea if some of the talents are too good in later stages or in larger groups. By request you can also use this version of the mod instead if you want to start a game without an Acolyte. You cannot run the mods together, so make sure to disable one, or the other, or just unsubscribe from the other one. https://steamcommunity.com/sharedfiles/filedetails/?id=2877685463 By request I have made a patch for parallel talents. https://steamcommunity.com/sharedfiles/filedetails/?id=2934205359 By request, I have made a mod to add the Symbiosis talent tree to the Assistant. Similar to the way Clown Power works, you need to be wearing robes or have a ritual lantern. https://steamcommunity.com/sharedfiles/filedetails/?id=2996089322 By request, I have made a mod to make the Natural Order talent give your husk stingers the ability to inflict husk infection. https://steamcommunity.com/sharedfiles/filedetails/?id=3004905490 Feel free to translate this mod to whatever language you need. If you want to help translate the mod into another language let me know. Credits Jax and los - Russian translation Sugar Man - Turkish translation Kaofan - Outdated Polish translation Josizqvall - Castilian Spanish vlt_ - Simplified Chinese My Other Job Mods Harlequin https://steamcommunity.com/sharedfiles/filedetails/?id=2942994485 Separatist https://steamcommunity.com/sharedfiles/filedetails/?id=3012196012 I have recently created a ko-fi account. Completely up to you if you want to donate, I'll keep working on stuff as long as I find it fun. I'll also be posting images of the things I am working on there. [url=https://ko-fi.com/mythosvoyager] https://ko-fi.com/mythosvoyager [/url]
Lootbelt
76561198015441105 द्वारा
[*]A "toolbelt" with 56 slots in which you can put any item, including crates, ammo boxes, diving suits, railgun shells, etc. [*]You can also place them on your hotbar, as well as hold one in each hand. [*]Available at fabricators for 1 organic fiber. [*]It does not replace the vanilla toolbelt, but they share graphics. [*]I don't like leaving loot behind nor having to travel back and forth places to get every single diving suit and ammo box to sell later, so I made this. Русский: [*]"Пояс для инструментов" с 56 слотами, в которые можно положить любой предмет, включая ящики, коробки с боеприпасами, акваланги, снаряды для рельсотрона и т.д. [*]Вы также можете разместить их на своей панели быстрого доступа, а также держать по одному в каждой руке. [*]Доступно у производителей за 1 органическое волокно. [*]Он не заменяет стандартный пояс для инструментов, но они используют одну и ту же иконку. [*]Мне не нравится оставлять добычу позади, также как и перемещаться туда-сюда, чтобы забрать каждый акваланг и ящик с боеприпасами для последующей продажи, поэтому я сделал это. 中国人: [*]一个有56个插槽的“工具带”,您可以在其中放置任何物品,包括箱子、弹药盒、潜水服、轨道炮弹壳等。 [*]您还可以将它们放在您的快捷栏上,以及每只手中拿一个。 [*]在制造商处可用,需1个有机纤维。 [*]它并不替代原版工具带,但它们共享图形。 [*]我不喜欢把战利品留在身后,也不喜欢为了以后出售每个潜水服和弹药盒而来回穿梭于不同地方,所以我做了这个。
All Jobs See Reports
76561198400262401 द्वारा
This mod makes all reports (hull breaches, broken devices, intruders, etc.) visible to all players, no matter their job. Now medics can see where the hull breaches are and engineers can know where the creatures are breaking in. Overrides the report orders in the Orders.xml, so shouldn't lead to conflicts. Can be placed anywhere in the load order If you didn't know, in vanilla, icons pointing in the direction of reports (either called out by using the buttons at the bottom left or by using a status monitor) are only shown to the character that made the report, specific jobs depending on the type of report: - captains and assistant don't see any reports - security only see intruder reports - medics only see first aid reports - engineers and mechanics only see leak, broken device, and fire reports This may reduce clutter, but a lot of people play with a low crew count, and sometimes the security officer needs to know where the broken devices are, or the assistant needs to know where the fire is, and so, this mod is for those cases. UPDATE: Now supports modded jobs! Added support for the following mods with jobs: JobsExtended https://steamcommunity.com/sharedfiles/filedetails/?id=2526236489 Hungry Europans https://steamcommunity.com/sharedfiles/filedetails/?id=2954998725 Acolyte Job https://steamcommunity.com/sharedfiles/filedetails/?id=2870519815 The Diver Job https://steamcommunity.com/sharedfiles/filedetails/?id=2920304251 NT surgery https://steamcommunity.com/sharedfiles/filedetails/?id=3478084070 Hunter's Husk Job https://steamcommunity.com/sharedfiles/filedetails/?id=3384404945 Mercenary job https://steamcommunity.com/sharedfiles/filedetails/?id=3647014247 Mudraptor job https://steamcommunity.com/sharedfiles/filedetails/?id=3411631719 Barotrauma 40K https://steamcommunity.com/sharedfiles/filedetails/?id=2610181908 If you know of a modded job that you want added to the list, leave a comment and I will add it as soon as I can.
Harmonica Free Bird solo
76561198142827651 द्वारा
Changes the harmonica so it plays the free bird solo from this guy: https://www.youtube.com/watch?v=UtXP2-5IC2E Free bird accordion: https://steamcommunity.com/sharedfiles/filedetails/?id=2903738430
Wifi Camera
76561198044041937 द्वारा
[h1]A wifi/body cam:[/h1] Craft or find wifi cameras with configurable channels to broadcast in. They can be toggled on and off and require a battery to broadcast. Finally the captain can see what the divers are doing! A camera monitor (also craftable) or periscope hooked to a wifi component is required to view the cameras. A camera monitor assembly is included to quickly place it into your submarine in the sub-editor. [h1]What's in it:[/h1] - Wifi Camera (Craftable) - Wifi Surveillance Camera (Craftable) - Camera Monitor (Craftable | Provides visual effects when used) - Camera Monitor Wiring Diagram (Craftable | An ingame guide to properly wire the monitor) - Camera Monitor Assembly for sub-builders [h1]Important Information:[/h1] [b]1. The camera UI interfaces only work in play mode![/b] Do not open the camera items with Rightclick->Open while in the build mode of the submarine editor. It will crash your game. If you want to pre-place cameras with batteries inside them on your submarine use Shift + drag and drop the battery onto the camera item instead. You cannot pre-define a channel on the cameras in editor. The channel needs to be configured while playing. The same applies to the surveillance camera. You can not wire it in the sub-editor. You have to wire it during gameplay instead! [b]2. You might need to configure Performance Fix.[/b] Add the following to your high priority items list if you notice the mod is not working properly when having performance fix enabled: - cammonitor - wificam - surveillancecamera - wificampiratehelmet - wificamballistichelmet1 - wificamballistichelmet2 - wificamballistichelmet3 - wificamchitinhelmet - wificamironhelmet - wificamclownmask - wificamclownmaskunique - wificamclowndivingmask - wificamdivingmask [h1]Credits:[/h1] - [url=https://steamcommunity.com/profiles/76561197995266558]hUbert[/url] for the general idea and improved code - [url=https://steamcommunity.com/profiles/76561198049884400]Udrakan[/url] for the wifi component solution to make this possible - [url=https://steamcommunity.com/id/Olivi25]Plasmori[/url] for the russian translation
Enhanced Husks
76561198320081939 द्वारा
[h1][B]ENHANCED HUSKS[/B][/h1] The [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2085783214] [B]Improved Husks[/B] [/url] mod aims to improve and expand the influence of the mysterious "husk parasite" in the world of Barotrauma in many ways. [I]Like more creatures, texture changes, more stuff, and changes to existing mechanics[/I] [B]Enhanced husks[/B] aims to take what [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2085783214] [B]Improved Husks[/B] [/url] did, and turn it into a semi-mod pack with a crap tonne of custom enemies, reworked mechanics, new mechanics, balance changes for vanilla and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2085783214] [B]Improved Husks[/B] [/url] mechanics, and just a lot of "oh hey so the devs just added all these new creatures so I'm going to turn them all into husks", all built on what was done before it (personally I think [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2085783214] [B]Improved Husks[/B] [/url] deserves all the glaze.) For the mods that have been used, you can find the names of the creators included in their code. As for why I opted for this method is because my memory is crap and I don't trust myself. [I]I'm planning on completely changing the carried over textures from these mods anyway sometime in the future, but as of rn they will remain as is.[/I] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2085783214] [B]Improved Husks[/B] [/url] and [B] Enhanced Husks[/B] are Hotswappable mods, so for instance if you would prefer to switch from Improved to Enhanced, you can just do that with no issue, want to switch back? Just take out Enhanced from your mod load list and pop Improved back in, sure you're going to lose a few items that are special to this version. TLDR: DOWNLOAD [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2085783214] [B]IMPROVED HUSKS[/B] [/url], DO NOT PUT BOTH IN YOUR ENABLED PACKAGES, IT'S EITHER ONE OR THE OTHER. [h1][B]Core Features[/B][/h1] [B]I'm still working on this mod, even if the update progress have significantly slowed down over time, this mod still has most of the core features thoroughly intact.[/B] -Almost every single biological creature in the game can now be turned into a husk. This means that you can run into various husked monsters while playing, as well as witness the transformation of any of them if infected. (I have gone in and changed almost off of the textures, they all have at least 1 or two changes or have been completely redone.) -Some husked monsters can further transform into mutants, new custom deadly monsters that can be encountered while playing, as well as manually created, voluntarily and involuntarily. -New items are now accessible through crafting in the fabricator, allowing you to enter symbiosis with the husk infection, temporarily gain impossible levels of regeneration and even boost the growth of various creatures for your own benefit. Keep in mind however this also includes extreme changes to existing items, including husk symbiotic, which changes that from a free copy of symbiosis gained through the questline to a buff that buffs/gives you regeneration if you are using husk genes or have symbiosis. [h1][B]Compatibility[/B][/h1] [B]This mod overrides the following vanilla content:[/B] - Huskinfection, disguisedashusk, and husktransformimmunity originally found in "Content\Afflictions.xml" - Husk Stinger Weapon originally found in "Content\Items\CreatureLoot\creatureloot.xml" - Calyxanide (Husk Infection Antidote) originally originally found in "Content\Items\Medical\medical.xml" - Human Husk character originally found in "Content\Characters\Humanhusk\Humanhusk.xml" - Husk character originally found in "Content\Characters\Husk\Husk.xml" - Crawler Husk character originally found in "Content\Characters\Crawlerhusk\Crawlerhusk.xml" - Most of the Cultist clothes found in "Content\Items\Jobgear\Cultist\cultist_gear.xml" - The entire Church of the Husk questline + some related quests. [B]The more things a mod overrides, the harder it is for it to be compatible with other mods in general. So uh, watch out![/B] [code]Prepare to get [B]swarmed[/B] as this mod has plenty more monstrosities and variants to tear you limb from limb. Changes have been made to the Symbiotic to be more compatible with the new updates, don't worry, you just need symbiosis or husk genes to get those buffs. [/code] [h1][B]Useful Links [/B][/h1] If you have a lower end device/want to have a more stable experience of this mod, then you should take a gander at [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3508203496&searchtext=Enhanced+Husks] [B]Enhanced Husks Forked [/B] [/url], I will consume this mod once I find a way to detect general wearables on a person. Alternatively if you want something that has updated localisation, then experience add this [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3454763337&searchtext=Enhanced+Husks] [B]Enhanced Husks 中文補丁[/B] [/url] [B] Spawnlist (names of all the monsters, items and afflictions added in this mod): https://pastebin.com/3kdv2EFu [/B] Oh right, forgot that adding people to the contributors also adds it to their mod list, so for the record I'm Ok (BBB) and if you have any issues occurring with the mod, I'm the guy you need to talk to, please don't bother anyone else with questions regarding this mod. [h1][B]Localization[/B][/h1] (still uses the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2085783214] Improved Husks [/url] localisation files, I'll probably delete the localisation files and get people on to handle them, I don't really know how to organise this though.) This mod has been translated to the following languages: Russian - Courtesy of Enigma Simplified Chinese and Japanese - Courtesy of Pikanic Polish - Courtesy of Matiz753 and Midawek (Midawek's contribution isn't yet included but next update and I haven't gotten that version of the file updated to the most recent version of the mod) Brazilian Portuguese - Courtesy of Polaris
Immersive Crates
76561198044041937 द्वारा
[h1]What you're getting:[/h1] [list] [*][b]Craftable Crates:[/b] Various crates can now be crafted, but deconstructing will still not gain you any materials back. [*][b]Overhauled Carrying:[/b] Crates come with a new sideways sprite which allows carrying them like a normal human being would. No longer will you hold a crate weirdly next to your body. Instead you'll carry it in front of you. [*][b]Dropped Interaction:[/b] Crates can now be opened when dropped by pressing your use button on them (Default "E") so you no longer have to pick them up to open their inventory. [*][b]Improved Sprites:[/b] The vanilla crate sprites are slightly overhauled to no longer have extruding pixels or one sharp and one round corner at the bottom. The magnetic suspension crate now also got a new and more fitting light, rather than that ugly green light component that appears out of nowhere. [*][b]Modded Crates:[/b] Previously this mod included some crates from other mods, however these have now been moved into [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3337851889][u]Immersive Crates - Mod Crates Compatibility Patch[/u][/url] to not clutter up the fabrication recipes for users that don't play with any of these mods the crates are from. [/list] [h1]Load Order:[/h1] [b]Put it at the very top of your load order![/b] - Immersive Crates - Any other mod [b]Can be installed and removed from a campaign at any time.[/b]
मॉड सपोर्ट के साथ Barotrauma सर्वर
डैशबोर्ड से सभी मॉड्स एक क्लिक में सीधे इंस्टॉल करें।
Barotrauma सर्वर किराए पर लें