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Barotrauma Mods & Plugins
Barotraumatic Survivator Fixes (DEPRECATED)
76561198856548225 द्वारा
MEANT FOR BAROTRAUMATIC! CAN BE USED FOR SPAWNER PURPOSES. [u][b]BaroTraumatic[/b][/u]: https://steamcommunity.com/sharedfiles/filedetails/?id=2518816103 These are my collection of bugfixes and and tweaking for creatures modpacks that I find either broken or have been abandoned by the previous owners. IMPORTANT NOTE: Do NOT use with original mod. May over write my changes. [h1] [b][u]Attention![/u][/b][/h1] The Barotraumatic Super Pack has now been finished! Only activate this mod and Huskmod if your planning on using all the creature mods in your campaign server. If you don't plan on using all the creatures fixes then DO NOT use this super pack! https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2831987252 CREATURES INCLUDED IN THIS MODPACK ARE: Baby moloch Charybdis Rex Charybdis Ugly Devil Fish Glow Fish Glow Fish Husk Goofy Fish Hull Fish Hull Fish Husk Ice Whale Imp Fish Irma Irma Husk Mudraptor Gray Pira Fish Punk Fish Punk Fish Husk Red Fish Skeleton Fish Thrasher Thrasher Husk Tiger Shark Thresher Tooth Fish Void Fish White Fish Join main discord for update logs!
Headsight [REDUNDANT]
76561198009428010 द्वारा
basically a mod that modifies humans to have their main limb be the head instead of the torso, making it so that your eyes are in your head and not your torso. pretty easy and beneficial fix [THIS MOD IS NOW REDUNDANT: it was originally created to serve as a way for the devs to take notice of this issue and implement a better fix into the base game. this has been done with some of the new updates]
Pet Mudraptor
76561198094843666 द्वारा
Have you ever encountered a mudraptor egg and, using your knowledge of the pet eggs, put saline in it only for a baby mudraptor to terrorize your entire submarine? This mod aims to fix this issue by adding a set of mudraptor pet eggs that you can buy or make as an assistant What does this mod do exactly? ------------------------------------------ This mod adds a new mudraptor pet egg with colored varients that when fed saline, grows into a little mudraptor hatchling. The hatchling will grow into an adult mudraptor in about ten minutes and is fully capable of loving the crew and defending them too. Also this mod changes the assistant mudraptor pet egg to spawn in the modded pet. ------------------------------------------ (also if you have any screenshots of you with this mod then please send them) Going to take a lil break before coming back to this mod but I will be back for it. Thank you Impulse for your help with the bugs and also thank you for the images!
NT Eyes
76561198140878015 द्वारा
[h1] Europan Eyesight Enhanced [/h1] [b] A Neurotrauma expansion centered on eyes and vision.[/b] [h3] Improve Thy Vision [/h3] [img]https://i.imgur.com/atdI4z2.gif[/img] [h2]Content[/h2] [b]Eyes, Lenses and Surgeries[/b] Enjoy 11 different eye types with an additional 4 different cyber lenses! See in the dark, spot your enemies behind walls, diagnose your patients with ease, or Rip and Tear. [b]Fast and Efficient Operations[/b] Surgeries have been reworked, now taking way less material and time. [b] Gears and Goggles [/b] Problems seeing in the dark? Too cheap for better eyes? Use the night vision goggles! [b] What's Different From NT Eyes 1.0? [/b] NT Eyes 2.0 has been rewritten from the bottom up, nicely integrated with Neurotrauma and toned down in its annoying aspects. Some changes have occurred, don't forget to check the new Trello page for info. Eye damage is now much more mild, and not easily occurring. Eyes are now individual organs, you can have 2 different eyes at the same time. Pressure damage calculation is now fixed, you shouldn't suffer eye damage while underwater and wearing modded suits. [h1][b]Guide Pages[/b][/h1] [h2]NT Wiki guide can be found [url=https://lukakoe00.github.io/Neurotrauma-Wiki/addons/eyes/]here[/url].[/h2] Courtesy of [url=https://github.com/LukakoE00/]Lukako[/url] [h2]A Trello guide can be found [url=https://trello.com/b/h0lWgqiP/nt-eyes-20-guide]here[/url][/h2] [h2]Руководство по Trello на русском языке можно найти [url=https://trello.com/b/oxkNtDZp/nt-eyes-ru]здесь[/url].[/h2] Предоставлено Rain Carradine. [h2]Compatibility/Requirements[/h2] [b]Requires Client Side Lua and C# (optional) enabled to work.[/b] Load above Neurotrauma. Incompatible with: Complete Global Darkness Reboot (already included in this mod, config settings are available to reduce darkness further) Submarine editor (Client-side effects do NOT function inside the submarine editor, keep this in mind while testing.) Retro-compatible with Neuroeyes and NT Eyes 1.0, meaning you can switch without issues. [h3]Set your line of sight effect to opaque for intended experience[/h3] (Server Settings -> General) (For singleplayer it can be found in settings) [img]https://i.imgur.com/LVGZAG1.png[/img] [i]Safe to add or remove, but as a general rule of thumb, make a backup of your save before adding or removing mods.[/i] [h2]Credits[/h2] [*][url=https://github.com/evilfactory]Evilfactory[/url],[url=https://steamcommunity.com/id/notKarma] Ydrec[/url] and [url=https://discord.gg/f9zvNNuxu9]Luatrauma[/url] for helping with Lua. [*][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3028141718]Combat Overhaul Legacy[/url], for the night vision goggle code, by [url=https://steamcommunity.com/id/legit_hacks]heheboi[/url]. [*][url=https://github.com/OlegBSTU]Heelge[/url] for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3190189044] NT Fork [/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3241041855] Complete Global Darkness Reboot[/url] code and LeDoux for the original CGD mod. [*][url=https://www.artstation.com/alekseirozumnyi]Oleksii Rozumnyi[/url] for Cyber Eye model. [url=https://github.com/dontmatterbro/NTEyes]Github Repository[/url] [h3]FAQ[/h3] [i]Q: Some thing doesn't function as intended, is the mod broken?[/i] A: You haven't set up Lua properly, check if you have client-side Lua installed if you are joining a server, if you are hosting you need to have both server-side and client-side Lua installed. Instructions can be found in [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2559634234]Lua for Barotrauma workshop page[/url]. On the off-chance that something is actually broken, let me know and I'll fix it. [i]Q: Can I help develop the mod or contribute translations?[/i] A: Sure! Just make a PR on [url=https://github.com/dontmatterbro/NTEyes]Github[/url] and let me know. [i]Q: Will there be any future content additions to the mod?[/i] A: Likely not, as I have ran out of ideas and I do not want the mod to become bloated, still let me know if you think you have a cool idea that can be implemented in a feasible way.
Improved Stun
76561199047369635 द्वारा
[h1] Simple *vanilla* mod [/h1] Adds a fade effect when stunned And if you stunned all sounds will be muffled, and you will also hear only those who are close to you. A couple of examples of what you can do with this mod [list] [*]You are a malicious traitor... you need to pick up the badge... with this mod, a silently stunned captain will not see how the badge is stolen from him while being stunned [spoiler] (In vanilla he see all, this is very stupid...) [/spoiler] [*](K)-Assistant!! (A) -Yes ... captain .. (K) -Where the hell have you been ?! (A) - I have no idea, I was beaten by some clowns! And I woke up already in ballast ... [/list] [hr][/hr] Initially, I wanted to create a *Test mod* to visually show my proposal on the github, but in the end I brought it to a full-fledged mod. If you like the mod idea then please go to [url=https://github.com/Regalis11/Barotrauma/discussions/12360] Here [/url] and vote. [hr][/hr] [code]The mod will work perfectly with mods that "Adrenaline,HeadSet,Stun" does not replace If you want to play with mods that replace "Adrenaline,HeadSet", then you can put them above this mod, but then you have to give up some of the mod's functions If a mod replaces "Stun" then place mod below this mod. If you have a question about compatibility with any mod - write in the comments[/code] Work with Neurotrauma! (Put it above the Neurotrauma)
Alarms Extended
76561197995139104 द्वारा
[h1]Overview[/h1] This mod adds forty new alarms to the game without overwriting the vanilla ones. Check above for a YouTube demonstration. In the demonstration video, the first two alarms you'll hear are the vanilla ones, in order to give a reference point. The alarms in this mod can be heard from a somewhat greater distance than the vanilla ones. [b]In the editor, the alarms are named Alarm [x], numbered from 01 to 40.[/b] [h1]Sound Credits[/h1] [list] [*] Alarm 01: Action Stations klaxon from Battlestar Galactica ([url=https://www.youtube.com/watch?v=bHSbwYnnkZc]source[/url]) [*] Alarm 02: "Klaxon.wav" from freesound.org user TerraKing7428 ([url=https://freesound.org/people/TerraKing7428/sounds/584001/]source[/url]) [*] Alarm 03: "Buzzer Alarm 1.wav" from freesound.org user NoahBangs ([url=https://freesound.org/people/NoahBangs/sounds/587950/]source[/url]) [*] Alarm 04: "alarm 003.wav" from freesound.org user cydon ([url=https://freesound.org/people/cydon/sounds/127708/]source[/url]) [*] Alarm 05: Pillar of Autumn's engine room alarm from Halo 1 ("The Maw"), minimally edited in Audacity ([url=https://www.youtube.com/watch?v=mWgPI7Th3Sk]source[/url]) [*] Alarm 06: Lucrehulk droid control ship alarm from Star Wars ([url=https://www.youtube.com/watch?v=OJtmtgCwSbI&list=PL9Z_KwF-qaztJlEdtO1Kiw-6UKVZbk75I&index=24]source[/url]) [*] Alarm 07: "Military Submarine Alarm Sound Effect" from YouTube user SoundEffectsFactory ([url=https://www.youtube.com/watch?v=V2Cy8yeVaUw&list=PL9-_bTmplpDdkcQCgiMdHEiRb1xtUM2d4&index=12]source[/url]) [*] Alarm 08: Subnautica Cyclops submarine old alarm ([url=https://www.youtube.com/watch?v=Lr-Ngp6cEeM&list=PLRoC-J9Ye9ny-2wMy93D5XMkG1bEQlHqu&index=44]source[/url]) [*] Alarm 09: Pillar of Autumn / Cairo Station alarm from Halo 1 / 2 ([url=https://www.youtube.com/watch?v=oxGtn-TTYzI]source[/url]) [*] Alarm 10: Bunker door alarm from Day of Infamy level Dog Red (ripped from game files, don't have an online source, sorry!) [*] Alarm 11: Black Mesa Source alarm, suggested by Keraunos ([url=https://www.youtube.com/watch?v=70grDXUlIs0]source[/url]) [*] Alarm 12: Vault 101 alarm, suggested by NslashAme ([url=https://www.youtube.com/watch?v=_OB1pMZGVEk]source[/url]) [*] Alarm 13: Nostromo alarm, suggested by Scale ([url=https://www.youtube.com/watch?v=t-K8qP1m_s4&t=14s]source[/url]) [*] Alarm 14: Black Mesa rocket engine alarm ([url=https://www.youtube.com/watch?v=XJ9GnUDZsKk]source[/url]) [*] Alarm 15: Black Mesa industrial alarm ([url=https://www.youtube.com/watch?v=jBR8c16LiZo]source[/url]) [*] Alarm 16: Black Mesa emergency alarm ([url=https://www.youtube.com/watch?v=Ccj9Wbu6UKg]source[/url]) [*] Alarm 17: Black Mesa fire door alarm ([url=https://www.youtube.com/watch?v=Ci2plxYnhGQ]source[/url]) [*] Alarm 18: Black Mesa generator & containment alarm ([url=https://www.youtube.com/watch?v=KXAZyhf6IcA]source[/url]) [*] Alarm 19: Black Mesa Lambda Reactor Alarm ([url=https://www.youtube.com/watch?v=UsO75fnb0ic]source[/url]) [*] Alarm 20: Half-Life 1 Test Chamber Siren ([url=https://www.youtube.com/watch?v=7pg-JQyrPLw]source[/url]) [*] Alarm 21: Half-Life 2 - "combine_bank_alarm_loop4.wav" ([url=https://www.youtube.com/watch?v=jH_-c3tuMXI]source[/url]) [*] Alarm 22: Half-Life 2 - "combine_bank_alarm_loop1.wav" ([url=https://www.youtube.com/watch?v=ndXivxFqkAM]source[/url]) [*] Alarm 23: Half-Life 2 - "alarm_citizen_loop1.wav" ([url=https://www.youtube.com/watch?v=T7Pkvfkm3tA]source[/url]) [*] Alarm 24: DOOM 3 - Alarm A ([url=https://www.youtube.com/watch?v=44SRQTDLCuM]source[/url]) [*] Alarm 25: DOOM 3 - Alarm B ([url=https://www.youtube.com/watch?v=44SRQTDLCuM]source[/url]) [*] Alarm 26: DOOM 3 - Alarm C ([url=https://www.youtube.com/watch?v=44SRQTDLCuM]source[/url]) [*] Alarm 27: DOOM 3 - Alarm D ([url=https://www.youtube.com/watch?v=44SRQTDLCuM]source[/url]) [*] Alarm 28: Star Trek TNG - Red Alert ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 29: Star Trek TNG - Critical ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 30: Star Trek TNG Nemesis Intruder Alert ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 31: Star Trek TNG - Alert 9 ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 32: Star Trek TNG - Alert 24 ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 33: Star Trek TOS - Red Alert ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 34: Star Trek TOS - Red Alert (Engineering) ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 35: Star Trek TOS - Red Alert (Shuttlebay) ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 36: Star Trek TOS - Dual Red Alert ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 37: Star Trek TOS - Klaxon ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 38: Star Trek - Romulan Alarm ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 39: Star Trek VOY - Red Alert ([url=https://www.trekcore.com/audio/]source[/url]) [*] Alarm 40: Star Trek VOY - Blue Alert ([url=https://www.trekcore.com/audio/]source[/url]) [/list]
Survivor Other Creature fixes (DEPRECATED)
76561198856548225 द्वारा
MEANT FOR BAROTRAUMATIC! CAN BE USED FOR SPAWNER PURPOSES. [u][b]BaroTraumatic[/b][/u]: https://steamcommunity.com/sharedfiles/filedetails/?id=2518816103 These are my collection of bugfixes and and tweaking for creatures modpacks. Give massive credit to Denkvi, Senhor, Dr. Laserman, Ninja Scout, and Smal`Mickey for their creatures that they made. Go check them out! IMPORTANT NOTE: Do NOT use with original mods. May over write my changes. [h1] [b][u]Attention![/u][/b][/h1] The Barotraumatic Super Pack has now been finished! Only activate this mod and Huskmod if your planning on using all the creature mods in your campaign server. If you don't plan on using all the creatures fixes then DO NOT use this super pack! https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2831987252 CREATURES INCLUDED IN THIS MODPACK ARE: Abyssal Hammerhead Abyssal Mantis Abyssal Thresher Alpha Charybdis Alpha Endworm Hotdog Mantis Big Deepseaclown Mother crawler Teleglitch Thalamid Waste creatures Join main discord for update logs!
Explorer
76561198108240926 द्वारा
For those looking to explore the secrets of Europa. These ships are equipped with a variety of automated systems that provide comfort and safety to you and your crew during any mission. Some of these systems are: - Module for automated reactor deactivation (while using outpost power) - Module for automated batteries activation - Sensors for detecting smoke, flooding and oxygen levels - Sensors for detecting external movement - Fabricator also accessible from the armory locker - Long-range recon Drone [h1]EXPLORER I [/h1] Explorer I is a scoutt-class submarine built for the Coalition. It's designed to be the most versatile and low-cost ship on Europa. It has great maneuverability and an above-average top speed thanks to its characteristic hull and its custom-made engine. [table] [tr] [td][b]Powerplant[/b] 7000 kW [i]Horn & Wang Teller 1 model[/i] Light Fission reactor[/td] [td][b]Armaments[/b] 4 military surplus [i]Volt[/i] coilgun systems[/td] [/tr] [tr] [td][b]Engine[/b] 2200 kN custom [i]Triamphator[/i] engine[/td] [td][b]Crew Complement[/b] 1–3[/td] [/tr] [tr] [td][b]Navigation[/b] 1 Sonar [i]King brand[/i] sonar[/td] [td][b]Horizontal Top Speed[/b] 68 km/h[/td] [/tr] [tr] [td][b]Pumps[/b] 2 [i]Vole A[/i] model ballast pumps[/td] [td][b]Vertical Top Speed[/b] 30 km/h[/td] [/tr] [tr] [td][b]Engineering Capabilities[/b] Fabrcator, Deconstructor and Med fab[/td] [td][b]Dimensions[/b] 33x9 m[/td] [/tr] [/table] [h1]EXPLORER II [/h1] Explorer II is a scout-class submarine built for the Coalition. It's designed to be capable of reaching the inhospitable depths of Europa with a larger crew of sailors. It offers more space and comfort without losing the capabilities of its predecessor. [table] [tr] [td][b]Powerplant[/b] 7000 kW [i]Horn & Wang Teller 2 model[/i] Light Fission reactor[/td] [td][b]Armaments[/b] 4 military surplus [i]Volt[/i] coilgun systems[/td] [/tr] [tr] [td][b]Engine[/b] 3400 kN custom [i]Triamphator[/i] engine[/td] [td][b]Crew Complement[/b] 3–6[/td] [/tr] [tr] [td][b]Navigation[/b] 1 Sonar [i]King brand[/i] sonar[/td] [td][b]Horizontal Top Speed[/b] 74 km/h[/td] [/tr] [tr] [td][b]Pumps[/b] 3 [i]Vole A[/i] model ballast pumps[/td] [td][b]Vertical Top Speed[/b] 25 km/h[/td] [/tr] [tr] [td][b]Engineering Capabilities[/b] Fabrcator, Deconstructor and Med fab[/td] [td][b]Dimensions[/b] 45x13 m[/td] [/tr] [/table] [h1]EXTRAS[/h1] To make things more interesting, there'll be present in the game's spawn possibilities pirate, shipwrecks, and Talamus versions of Explorer II. [h1]INFORMATIONS[/h1] - The cameras, drone torret and large torret are controlled from the commander's periscope. Use the switch above the periscope to select one of these systems. - The drone torret will only work when the drone is undocked.
Livelandr's Sandbox Menu
76561198210863660 द्वारा
This mod adds a menu that allows you to spawn any items or afflictions from any mods Menu button is located at right bottom of the screen. [h1]YOU NEED TO HAVE CLIENTSIDE AND SERVERSIDE LUA!!![/h1] Installation: https://www.youtube.com/watch?v=wEeJ70vH1TM Also you need the permission to console commands for this menu to work! Special thanks: [url=http://steamcommunity.com/profiles/76561197994054424]Nebual[/url] - Multiple enchantments such as UI scaling and other small useful things
R-29 Hammerhead [1.0 Update]
76561198041411790 द्वारा
[b][Full game relase update] We have come a long way since the start of the game's early access, so we are celebrating with a small update! - New Camera drone internal logic! now with less jitter and shakiness, improved navigation and a "short mouse click toggle" to engage the floodlights! - Various visual upgrades - Added a battery array toggle in the reactor room - The Piranha mk III (nicknamed LAS-agna) is now online and has been retrofitted on all compatible slots! This sturdier, more agile model comes equipped with a special laser coil that uses your capacitator charge instead of normal ammo, the tradeoff being that a LOT of energy is needed to fire it. - Fixed some textures depth issues - Increased the price to 30000 mk [/b] Nicknamed after the infamous creature thanks to the peculiar shape of the frontal armor plating, this prototype was based on a standard R-29. A rare sight in europan waters, only a handfull of models have been known to circulate around. It was originally built to fullfill the role of a long-range sub capable of being stationed away from it's base even for months, all while remaining hidden and mantaining operetional status. Never entered full production due to the reactor being particularly "volatile", as most safety protocols were removed in order to support the power array that all the retrofitted components required. [img]https://steamuserimages-a.akamaihd.net/ugc/1774952009927783005/4B44B294046F5317F7F590AB100136665AF1841B/[/img] [h1]FEATURES[/h1] - Silent running mode: click to decrease your heat and sound signature by 80%, only vital modules will be powered by batteries, shuts off the reactor and limits speed (remember to turn off sonar to go completely invisible) - Emergency alarms (toggled in command room) - Booster drives: with 4 new auxiliary engines strapped to the back of the sub, now captains can get a quick increase of the vessel's horizontal speed by pressing the "boost" button in the navigation terminal. NOTE: the boost direction (forward or backwards) is dictated by the current nav direction and it has a long cooldown, use it wisely - Backup battery array - Proximity triggered frontal arc-coils (off by default, click the lever on the nav terminal to toggle on or off) [img]https://steamuserimages-a.akamaihd.net/ugc/1774952009927826237/D02F15199A0C728A3307D800BA5E1D7DE90837C4/[/img] - [b]BIG[/b] engineering bay storage for material hoarding (10 large steel cabinets connected to deconstructor, printer and medical fabricator) - Generous medbay storage for stocking up all those opioids (3 large cabinets) - Camera drone* - Storage lockers have been setted up with tags to make bots know where stuff goes when cleaning - All tank shelves and suit lockers rehcharge oxygen of items stored inside them - 2 airlocks - 4 security cameras in the armory (not too invasive to let traitors scheme in peace in specific key points) - Automated doors with manual lock override (indicated by a green/red light) - Command console** - 4 Captain-level access keycards (hand em over carefully!) - Frontal directional lights for precise manuvering when needed - Specific logic gates and components are locked to let people mess with the wiring without touching the important parts -Emergency ballast shutoffs --------------------- *The camera drone is mouse controlled (click to accelerate towards the mouse position) and will dock automaticallly when close to a docking hatch if the mouse is relased [img]https://steamuserimages-a.akamaihd.net/ugc/1774952009927798200/F052FD114D14DCC9E5EDD0E029FAD106715331FF/[/img] **The command console contains usefull commands, type "help" for a list -------------------- [h1]GAMEPLAY[/h1] Simple layout: like the standard R-29, it consists of 2 large corridors, one on top of eachother, connected in the middle and in the front, this makes navigating the vessel quite easy but also prone to leaks since the very large rooms will embark water very quickly, mechanics beware! Power management is important: the reactor will meltdown very quickly if left in a critical state and the main power grid is very demanding, use the backup battery array to offest the sudden power changes (a meter indicating the load of the generator is in the control room, same as the button to activate the power backup array) Blind spots: while most critters will be fried by the automatic arc-coil system in the front, the bigger ones will just shrug it off and start clawing at your hull, also the very brittle panoramic glass in command room could let some unwanted guests in, manouver carefully! The back of the sub is fairly covered by 3 coilguns Locks: some rooms and cabinets can be locked by certain roles to prevent use, although 2 out of the 3 the weapon lockers are free to use because we belive in the rights of our crew to bear arms as self defence against the europan wildlife (or, sometimes, security) Crafting: do you hate getting ripped off by the local trader buyng the morphine needed to keep your crew healthy? not anymore! craft it yourself! The storage space in the engineering compartment (and medbay to a lesser extent) is huge and all the containers are linked to the deconstructor and the 3d-printer, so less micromanaging needed Easter eggs: the sub has a couple of intresting (and sometimes rewarding) easter eggs hidden away, go find em! [h1]ADDITIONAL INFO[/h1] [OLD] Piranha standalone version: https://steamcommunity.com/sharedfiles/filedetails/?id=2370021606 Includes Carrier (C), Rapid-fire Railgun (RFR), Explorer (XP) and Transport (T) versions [b]Bots and campaign compatible[/b] Thanks to the modular design, more versions will be gradually added in the future and users are encouraged to make their own modules! the standard ones will be relased when the balancig aspects are refined Bug reports in the comments are appreciated
Ssparky's Gunnery
76561198246394496 द्वारा
[h1]SUMMARY[/h1] Felt like creating some custom submarine weaponry, and so I did. Here it is! [b]The intent is for the guns in this mod to be fairly balanced with regards to vanilla[/b], such that installing this mod is not an instant win button. Feedback with regards to this is highly appreciated! Suggestions for new ammo types or other misc things are also appreciated, as long as they are within reason. New guns not so much, as I believe this mod has enough guns as is. [h1]CURRENTLY SUPPORTED LANGUAGES[/h1] [list] [*] English [*] Russian [*] Simplified Chinese [/list] [h1]GUNS AND AMMUNITION[/h1] [h3]Gauss cannon[/h3] A small-hardpoint railgun, in essence. Lower damage but higher firerate than a railgun. Comes with the following ammo options: [list] [*]Standard: what you expect it to be. [*]Piercing: pierces more, does a bit more damage, costs more. [*]Explosive: costs significantly more, explodes on impact. [*]Physicorium: costs more, does more damage. Very simple. [*]Depleted fuel: similar to phys, with less flat damage but radiation poisoning to compensate. [*]Toxin: high-caliber toxin syringes. Inflicts heavy sufforin poisoning, as well as light deleriumine poisoning for extra flavor. [*]Spreader: splits into weaker projectiles shortly upon leaving the barrel. [/list] [h3]Point-defense autocannon[/h3] Light weapon primarily intended for defense against small creatures. Burst fire, delay between bursts decreases the longer it fires for. Comes with the following ammo options: [list] [*]Standard: what you expect it to be. [*]Piercing: pierces a little, costs more. [*]Explosive: costs more, small explosion on impact. [*]Physicorium: costs more, does more damage. Very simple. [*]Depleted fuel: Similar to phys ammo, with a bit less flat damage but radiation sickness to compensate. [*]Rubber: (mostly) non-lethal option, inflicting serious stun instead. [/list] [h3]Particle Accelerator Cannon (PAC)[/h3] Railgun alternative: very long chargeup, with high damage and a focus on piercing instead of AoE like the railgun. Comes with the following ammo options: [list] [*]Standard: what you expect it to be. Has some piercing built-in. [*]Piercing: pierces even more, likely to go through an entire sub. [*]Explosive: explodes on impact. As such, very similar to a typical railgun shell [*]EMP: does not damage creatures much, but inflicts a long stun. Deals massive amounts of EMP damage to submarines. [*]Defocused: shoots multiple weaker particles in a random spread. [*]Dementonite: Large, high-power central beam with two secondary beams at about a 45 degree spread. [/list] [h3]Trash cannon[/h3] Very cheap to install, with cheap ammo too. Fires junk in a shotgun-like manner. Potentially high damage if all pellets connect. Comes with the following ammo options: [list] [*]Standard: what you expect it to be. [*]Explosive: Less spread, pellets explode. Expensive to produce, and more risky in terms of self damage. [*]Flyshot: thrice the amount of pellets, with more spread and lower damage. [*]Clown: (mostly) non-lethal option. Inflicts heavy stun instead. [*]Sewage: Highly toxic and immoral ammo type. [/list] [h3]Heavy Plasma Cannon[/h3] Large-hardpoint weapon similar to pulse laser, but with projectiles. [b]Do not expect railgun-level damage from this![/b] Has okay firerate, okay damage, and some AoE. [list] [*]Standard: standard projectile. Acts pretty much like EK Armoy's Pulse laser plasma ammo, if you know what that's like. [*]Unstable: explodes based on proximity, or about a second after being fired. [*]Paralyzant: inflicts paralysis in a small AOE on impact. [*]Thermite: explodes several times on impact. Probably too strong, more testing required. [*]Wave: shoots out weaker plasma bolts in random directions during its lifespan. [*]Fulgurium: Higher-power shot that (inconsistenly) splits off some smaller chunks on impact. [/list] [h3]MLRS[/h3] Large hardpoint rocket launcher. Fires in bursts of three, making it quite ammo hungry but potentially devastating in terms of damage. Comes with the following ammo options: [list] [*] AP - Solid rocket shell, basic but effective [*] HE - Rocket loaded with explosives. More effective on swarms. [*] Morbusine - Rocket loaded with morbusine poison. [*] Frag - proximity fuze, shatters into many fragments. [*] HEAT - more effective anti-submarine rocket. (not fully working at the moment) [*] Nuclear - similar to the railgun's nuclear shell, but a bit weaker. [/list] [h1]OTHER FEATURES[/h1] [list] [*]Three containers for storing ammunition, of varying sizes and capacity (4,8, and 12 respectively) [*]Variants of the toxin cabinet, one specifically for poisons and one for antidotes. [*][strike]All loaders (including vanilla) show up on status monitors, like every other repairable machine.[/strike] (this is now a vanilla feature) [*]All loaders take minor damage upon firing, meaning loaders have to be repaired more often. [/list] [h1]WHAT'S COMING NEXT?[/h1] At some point I want to give all the guns some visual flair where possible (particles, lights, sounds, etc.), alongside doing more rebalancing and bugfixing. I have no ETA for when I might get around to this. [h1]REGARDING FORKS, EDITS, AND PATCHES[/h1] Generally, you are free to make edits or patches of my mod. In the case of patches that change textures or sounds (or similar), I'm always okay with those. In the case of rebalance patches, I'm still fine with those, but I would prefer if you just let me know about balance issues instead so that I can adjust the main mod instead. [h1]MISCELLANEOUS NOTES[/h1] If you use [url=https://steamcommunity.com/workshop/filedetails/?id=3089776991]Immersive ammo boxes[/url] and/or [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2965587205]Quality railgun shells[/url], and you plan to use this mod as well, you may also be interested in [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2998409273]Quality MLRS ammo[/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3089779839]Immersive ammo boxes - Ssparky's Gunnery Patch[/url] for maximum compatibility. [h1]CREDITS[/h1] Credit to Jsoull for the resprited ammo boxes (as of 1.3.0). Credit to Dodo1248 for the resprited minigun and MLRS rockets (as of 1.4.4). Credit to Biff_W for reworking the Gauss Cannon sprite to the vanilla 256x256 . Credit to Ksarper for the Russian translation included in the mod. Credit to 你好 and Poppy for the Simplified Chinese translation included in the mod.
THG Armory - 'Vanilla' Armor Pack
76561198148077514 द्वारा
[b]!!!HIGHLY RECOMMENDED IF YOU WANT NPCS TO SPAWN WITH THESE ARMORS - THG ARMORY SPAWN PATCH: https://steamcommunity.com/sharedfiles/filedetails/?id=3038257822[/b] As with weapons, i've been disappointed by the lack of variety of vanilla-tailored equipment, largely including armor, which has been made available on the mod market. And so, I aim to rectify that. THG Armory - 'Vanilla' Armor Pack adds a bunch of new diving-suit layered armor pieces. Some can work secondarily as diving suits and such, but their primary purpose is to provide extra utility or protection against threats while [i]not[/i] in the ocean. Each piece of armor is therefore generally balanced to provide great protection in certain aspects, but every piece is vulnerable in at least one, as well. [h1]THE RUNDOWN:[/h1] [b]Skid Lid[/b] A cheap, widely available helmet, meant more to protect against blunt force trauma, concussions and the occasional odd bit of shrapnel moreso than direct gunfire. However, it is cheap, easy to craft. [b]"Rhino" Heavy Assault Helmet[/b] A heavy-duty combat helmet, which includes an auto-toggle rebreather for use in hazardous conditions or underwater. It gives unparalleled protection against most threats, but is very expensive, slightly encumbering, and limits one's senses while worn. [b]Vintage Helmet[/b] An extremely old Pickelhaube, from Terra itself. Belongs more in a museum than on your head, but wearing it will give you a bonus to a litany of command-based skills. Can only be found in ship wrecks. [b]"Rhino" Heavy Assault Suit[/b] An extremely heavy suit of reinforced tactical combat armor. Though unpowered, it provides the wearer with enough raw mass and stability from it's construction to allow the firing of heavy weaponry without adequate skill, and it furthermore provides nigh-on unmatched protection against most all physical threats compared to most diving suits and body armor alike, though it is cumbersome, expensive, and rare to find to purchase. [b]"Lynx" Exoskeleton Suit[/b] A lightweight, minimally-powered exoskeleton fed off of simple battery cells, which provides the wearer with a notable increase to their speed, strength, and stability. It provides both the stability necessary to fire heavy weaponry without proper skill, as well as resistance against water current, though slightly less effectively than the dedicated Safety Harness. [b]Assault Shield[/b] A lightweight, one-handed ballistic shield made of lightweight titanium alloy which allows the user to hold and operate a weapon in their free hand. It fails to provide as much coverage as a full riot shield, but it is a bit more versatile to use as a result. [b]Alicebag[/b] A lightweight tactical backpack, designed to carry a bunch of critical supplies close at hands while minimizing encumberance. Even still, it is somewhat bulkier than a toolbelt and slows one down, especially in water as it is prone to getting bogged down. Capalle of carrying up to five items, plus a large weapon. [b]Riot Gear[/b] A suit of lightweight ballistic armor supplemented with extra padding and impact-resistant materials, making for a highly manueverable and wide-coverage, yet relatively low cost full body protective suit. [b]Demolitionist Suit[/b] An explosive-resistant full-body suit of heavily padded ballistic armor, designed to absorb the brunt impact of shrapnel and raw explosive force, though it does less to protect against other threats as a result. [b]Demolitionist Helmet[/b] A heavy, full-head ballistic helmet designed to keep your brains from getting scrambled by shrapnel or blunt force impact. [b]Hard Helmet[/b] A relatively lightweight aluminium helmet with a specially designed harness system to minimalize the impact of blunt force trauma and workplace related injuries. [b]Hauler Exosuit[/b] An ultraheavy nuclear-powered hydraulic industrial suit, relatively more easily obtained than a diver's suit. It's still watertight up to pressures of 5000 meters, but it is very slow to swim around in- rather, it was designed to haul large quantities of heavy objects in hazardous conditions. [b]Buster Exosuit[/b] A superheavy military-grade nuclear powered combat exosuit. Though it can withstand the same pressures as the civilian-grade Hauler suit, it is much more protective, but even bulkier. [b]Light Ballistic Armor[/b] A lightweight protective vest, with two small tactical pouches. Less protective than full body armor, but more easily obtained. [b]Light Ballistic Helmet[/b] A lightweight bullet-resistant helmet. Cheaper than heavier alternatives. [b]Chitin Armor[/b] Lightweight chitinous armor made from the shells of Orange Boy. Protective, with decent coverage, and the lightest monster-crafted armor. [b]Mudraptor Fullplate & Helmet[/b] Heavy, extremely protective armor crafted from 3 (2 armor, 1 helm) mudraptor shells, which protects most the entire body, but slows one down considerably. [b]Watcher Armor & Helmet[/b] Thick armor made of spikey watcher shell fragments, provides excellent protection against heat and bleeding, with good most-body coverage and only modest encumberance. [b]Molloch Armor & Helmet[/b] Armor crafted from smooth molloch shell fragments, granting considerable coverage and protection while being deceptively manueverable. [b]Endworm Armor & Helmet[/b] Made from thick, heavy, and extremely rare Endworm shell fragments, this armor is as much a trophy as a piece of venerable protective equipment. Makes the wearer nigh on par with wearing a mobile mech in terms of armor, though it is INCREDIBLY bulky and prohibitively difficult to aquire a full set.
More Content for Europa
76561198089364953 द्वारा
[h1]MORE CONTENT FOR EUROPA[/h1] [b]"Survival in Europa just received a new engineering standard."[/b] The [b]Mongolian[/b] corporation has arrived in Europa, bringing advanced infrastructure and specialized vessels to ensure humanity's endurance in the deep. From high-tech outposts to combat-ready hulls, this expansion redefines the underwater landscape. But beware: in these moons, today’s shelter can become tomorrow’s tomb. [b]What does this deployment include?[/b] [b]Colonization Expansion:[/b] 70 new Outpost modules designed to improve comfort and operational quality of life in the deep oceans. [b]Conflict Zones:[/b] 64 module variants captured by bandit factions or local fauna. Brace yourself to clear out infested corridors and enemy-held decks. [b]Vanguard Naval Engineering:[/b] 32 new submarine designs added to the shipyard catalogs, built specifically for Europa’s harsh environment. [b]Faction Warfare:[/b] 42 combat-adapted submarine variants tailored to their respective factions' tactics. [b]Guides in the Dark:[/b] 48 new Beacon Stations to light up the most treacherous navigation routes. [b]Secrets of the Abyss:[/b] 34 wreck versions of the new vessel variants, filled with equipment waiting to be salvaged. [b]New Inhabitants & Encounters:[/b] A variety of new [b]Unique NPCs and Scripted Events[/b] that bring life (and danger) to every corner of the abyss. [b]Supported Languages:[/b] 🌍 [b]English, Spanish, Russian, Simplified Chinese, and Portuguese.[/b] [b]Compatibility:[/b] [b]Fully compatible with Dynamic Europa , Baroverhaul and Barotraumatic.[/b] [b]My Mod List Settings[/b] •More Content For Europe •Baroverhaul Dynamic Europa Patch •Dynamic Europe •Baroverhaul •Barotraumatic ________________________________________________________ Hello everyone! I have an important announcement: to offer a better experience, I've decided to unify all my old mods into this single project. My previous mods are now [b]LEGACY[/b], so I recommend subscribing to this one to receive new updates. Thank you from the bottom of my heart for joining me on this journey and for all the support you've given me. Enjoy the new content! ________________________________________________________ [h1]Frequently Asked Questions[/h1] [b]Is it safe to use this mod in the middle of a campaign?[/b] Yes, it is safe; all events, missions, NPCs, and items will appear once you install it and load your ongoing save. You might not see Templar outposts in already explored areas, as your map seed (world generation) would have already been created. [b]Is it compatible with other mods?[/b] I designed this mod to be highly compatible; I don't use code that overwrites existing files. Instead, I add new content with unique IDs to avoid conflicts with external mods. Regarding mods that require LUA, I'm not 100% sure since I don't usually use them, but in theory, there shouldn't be an issue. Regardless, I'll be keeping an eye on your comments in case you detect any problems that prevent the game from progressing as it should. [b]Will anything bad happen if I remove your previous mods and install this new one?[/b] Nothing bad per se; events and missions will be preserved. The only exception is certain items, as some IDs had to be changed. However, if the item is renewable (most are, as I've added crafting recipes for them), you will be able to acquire them again. ___________________________________________________ [h1]Community Patches[/h1] [b]Beacons Everywhere Patch[/b] https://steamcommunity.com/sharedfiles/filedetails/?id=3721722993 [b]EMO - Enhanced Medical Operation Patch[/b] https://steamcommunity.com/sharedfiles/filedetails/?id=3714614510 [b] More Content for Europa - Básicos Patch[/b] https://steamcommunity.com/sharedfiles/filedetails/?id=3742470972 [b] More Content for Europa - No Factions Patch[/b] https://steamcommunity.com/sharedfiles/filedetails/?id=3762942005 ___________________________________________________ [i]Hey everyone, this isn't mandatory at all. I usually make this mod out of love for the game, and because it's my favorite hobby, but if you'd like to tip me[/i], [b] here's the link: https://ko-fi.com/coalitionmudraptor [/b]. [i] Thanks so much for your support, comments, and feedback; it helps me a lot. [/i]
Project-705k Lyra
76561198043984540 द्वारा
[url=http://www.hisutton.com/Alfa_Class_Submarine.html]At the height of the Cold War NATO submariners found themselves confronting a Soviet submarine which not only greatly out-performed their own boats, but which could operate beyond the reach of their weapons. This untouchable submarine was designated the A-Class (‘ALFA Class’) by NATO, and Project-705 Lyra by the Russians. [img]https://i.imgur.com/iQmkoSm.jpg[/img] At 41 knots and 400 meters the ALFA Class pushed the boundaries of both speed and operating depth. Speed was a key attribute of nuclear powered attack submarines, enabling them to maneuver into a firing position much more easily compared to slower diesel-electric submarines, and to escape more easily after the attack thus living to fight another day. This meant that a nuclear-powered attack submarine could expect to make multiple attacks against enemy surface groups, ultimately expending all its torpedoes before being effectively countered.[/url] [b] Class = Attack Price = 45000 mk Horizontal and Vertical Speed = 19 km/h Recommended Crew Size = 6 - 12 Recommended Crew Experience = Intermediate Recommended Captain Experiance = Experianced [/b] [h1]Engineer's Notes [b][IMPORTANT FOR NEW CAPTAINS][/b][/h1] [olist] [*]The batteries are important for the sub to function. The power from the reactor (needs 2 fuel rod) is directly routed to the batteries, if the batteries is broken, the sub will not have power. The repair priority should be as follows. 1. Reactor, 2. Power Junctions, 3. Batteries, 4. Priority Junctions. [*]Turning on/off [b]ANYTHING[/b] has a direct impact on power consumption, if you are low in battery, consider turning off lights and oxygen temporarily to give power to more important systems. [*]Turrets requires captain to use gun booster to maintain fire, as super capacitors are cap at 30% recharge speed. [*]There's a lot of features in the Navigation's room, you might want to check out what button does what and where are they before heading into mission. [/olist] [h1]Navigation[/h1] [img]https://i.imgur.com/6qTO8qN.png[/img] [list] [*]Gun Booster [*]Engine Booster [/list] [h1]Weaponry[/h1] [img]https://i.imgur.com/0ghFpmR.png[/img] [img]https://i.imgur.com/06Rvnvk.png[/img] [list] [*]4 coilguns (fires 40% slower than default) with 2 Railgun with integrated coilgun(fires 66% slower than default) [*]1 Fabrication linked to 1 Deconstructor [/list] [img]https://i.imgur.com/a6OyqUn.png[/img] [h1]Engineering[/h1] [img]https://i.imgur.com/wqkT2Ya.png[/img] [img]https://i.imgur.com/NIb7brX.png[/img] [list] [*]2 Fabrication linked to 1 Deconstructor [/list] [img]https://i.imgur.com/XY3hJBp.png[/img] [h1]Medical[/h1] [img]https://i.imgur.com/wSJbxcf.png[/img] [list] [*]1 Medical Fabrication linked to 1 Deconstructor [/list] [h1]Glass Shuttle[/h1] [img]https://i.imgur.com/aBZ0Mfl.png[/img] [list] [*]20 minutes operation time, to help with salvage or far distance objective [*]When using periscope control, hold left click to undock and accelerate to the direction of click [/list] [img]https://i.imgur.com/fIB22Zm.png[/img] [h1]Drone[/h1] [img]https://i.imgur.com/srhZZhC.png[/img] [list] [*]10 minutes operation time, to help with scouting and finding minerals (Has mineral scanner) [*]When using periscope control, hold left click to undock and accelerate to the direction of click [/list] [h1]Reference and Credits[/h1]
Better Genes
76561198150146014 द्वारा
[h3] Works with Genes+ (But works better without) [/h3] [h3] Tired of Having So Few Genes? This Mod Adds 28. [/h3] Most Gene Mods are outdated, broken, or both. Or just simply add only four genes. Better Genes is here to change that. Adding 28 Different genes that do various different things, of which, not all are exclusively for combat, For Example. Fractal Guardian genes can be used for burn resist for engineers. Repair Bot genes can be used for general repairing. Mudraptor Veteran and Mudraptor Hatchling genes boost Skill and XP gain. For those who want to throw hands with the ocean, Crawler Hatchling genes allow you to punch, and Hammerhead Spawn genes increase any gene creature attack you gain's damage. [i] Better Genes is part of a Planned Collection of "Better" Mods that enhance and improve various parts of barotrauma ranging from Drugs,To Medicine, to Husks, to Alcohol and potentially adding Cybernetics.[/i] [h3] [url=https://steamcommunity.com/workshop/filedetails/?id=3352640865] Better Collection [/url] [/h3] [url=https://ko-fi.com/jet284] Help me make More Mods quicker[/url]
More Wrecks for Europa
76561198089364953 द्वारा
// ENGLISH //////// [h1]THIS MOD IS NOW LEGACY[/h1] [b]Hey, everyone! From now on, this mod will no longer receive updates as I have merged all my previous projects into a single, massive collection. Thank you so much for your incredible support throughout all these years. You can find the link to the new consolidated mod below. May the abyss of Europa never pull you down![/b] [b]More Content for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=3696204435 [/b] Since the Mongolian company arrived, 34 shipwrecks of their company have been registered. There is valuable equipment waiting there to be rescued by a team of brave sailors. Over time we will see if we detect more wrecks. Also includes new Shipwreck missions. // ESPAÑOL ///////// [h1]ESTE MOD AHORA ES LEGACY[/h1] [b]¡Amigos! A partir de ahora este mod dejará de recibir actualizaciones porque he fusionado todos mis proyectos en uno solo. Igualmente, muchas gracias por su apoyo incondicional en todos estos años. Dejaré el link del nuevo mod aquí abajo. ¡Que los mares de Europa no los derriben![/b] [b]More Content for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=3696204435 [/b] Desde que la compañia Mongolian llego , fueron registradas 34 Naufragios de su empresa. Hay equipo de buen valor esperando ahi ser rescatado por un equipo de valientes marineros. Con el tiempo veremos si detectamos mas naufragios. También incluye misiones nuevas de Naufragios. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// It is compatible with other mods such as Dynamic Europa and works. Es compatible con otros mods como Dynamic Europa y funciona. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Orden de los Mods / Mods Order : -More Outpost For Europe -More Pirate Vessels for Europa -More Wreck for Europa -More Beacons for Europa -More Submarines for Europa /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// [h1]LEGACY[/h1] If you want More Beacons for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2936649429 If you want More Pirate Vessels for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2942521888 If you want More Submarines for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2944551530 If you want More Outpost for Europa : https://steamcommunity.com/sharedfiles/filedetails/?id=2948537269
ID Cards Enhanced
76561198044041937 द्वारा
[h1]IMPORTANT:[/h1] As of now, the game simply deletes all previous tags from an item when a new tag is applied, meaning only the last option you select in the printer while printing onto an ID Card will actually be on that ID Card and all previous access level will become unavailable. I've written a feature request to the devs to add an option to keep previous tags instead of removing them, but for now each access you want to grant would require its own ID Card. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [h1]An ID Card Overhaul[/h1] With [b]ID Cards Enhanced[/b] you'll be able to see what access level each ID card has. Also included are two ID Printer that can be fabricated and placed on any submarine. "ID Printer" is for vanilla IDs while "ID Printer (Various)" is for mod IDs. A Captain ID (Or Commanding Officer from Jobs Extended) or an ID with printer access is required to access the printer. With the printers you can print new ID cards, destroy existing ones, color or grant additional access for them. [b]WARNING: Additionally granted access can't be removed from an ID card! You can only destroy the card and print a new one to get rid of a specific granted access![/b] ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [h1]Personal Lockers:[/h1] Print the "Personal Lockers Blueprint" at the "ID Printer (Misc)" and use it to gain access to the crafting recipes of personal lockers which require their corresponding ID card access which can also be printed at the "ID Printer (Misc)". You can only place one of each locker per submarine so 18 in total and only the person with its ID card can detach it. These lockers are fully compatible with "Immersive Repair" and "Safe Cracker". ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [h1]Wallet:[/h1] Craft or buy a wallet to store all your ID cards without cluttering up your inventory. The wallet can hold up to 12 ID cards and can be worn in your ID card slot. You will have to take the required ID card out of the wallet for it to work on a door or item that requires the ID. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [h1]List of all available IDs:[/h1] Submarines that use the following tags on spawnpoints are automatically compatible. Alternative tags with id_ infront are also supported for the Jobs Extended tags. (id_commanding_officer for example) ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [b]- VANILLA -[/b] - id_captain (Printable) - id_security (Printable) - id_medic (Printable) - id_engineer (Printable) - id_mechanic (Printable) - id_assistant (Printable) - id_outpostmanager - id_outpostsecurity - id_reactor - abandonedsecarmcab ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [b]- ID CARDS ENHANCED -[/b] - id_idprinteraccess (Printable) - id_accesslevel1 (Printable) - id_accesslevel2 (Printable) - id_accesslevel3 (Printable) - id_accesslevel4 (Printable) - id_accesslevel5 (Printable) - id_accesslevel6 (Printable) - id_c1 (Printable) - id_c2 (Printable) - id_c3 (Printable) - id_c4 (Printable) - id_c5 (Printable) - id_c6 (Printable) - id_c7 (Printable) - id_c8 (Printable) - id_c9 (Printable) - id_c10 (Printable) - id_c11 (Printable) - id_c12 (Printable) - id_c13 (Printable) - id_c14 (Printable) - id_c15 (Printable) - id_c16 (Printable) - id_c17 (Printable) - id_c18 (Printable) ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [b]- DYNAMICEUROPA/PIRATES AHOY! -[/b] - id_pirateadmin - id_piratecaptain - id_piratesecurity ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [b]- NT SURGERY PLUS -[/b] - id_surgeon (Printable) ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [b]- HUNGRY EUROPANS -[/b] - id_chef (Printable) ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [b]- JOBS EXTENDED -[/b] - commanding_officer (Printable) - executive_officer (Printable) - navigator (Printable) - chief (Printable) - mechanical (Printable) - engineering (Printable) - quartermaster (Printable) - head_of_security (Printable) - diver (Printable) - chiefmedicaldoctor (Printable) - medicalstaff (Printable) - passenger (Printable) - janitor (Printable) - inmate (Printable) ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [h1]Compatibility:[/h1] Almost fully compatible with Neurotrauma. The only thing that won't be possible is to recover donor cards from ID cards after they were inserted. You'll have to craft a new one instead. [h1]Load Order:[/h1] If you're playing with Neurotrauma, make sure to place [b]ID Cards Enhanced[/b] [u]above![/u]
NT Surgery Plus
76561198079050598 द्वारा
[h1]About This Mod[/h1] Neurotrauma Surgery Plus (NTSP for short) aims to make surgery from the base mod [url=https://steamcommunity.com/workshop/filedetails/?id=3190189044]Neurotrauma[/url] more interesting by adding and expanding upon various features and mechanics. It adds a Surgeon Job with a fleshed out and well thought-through talent tree that is both balanced and intriguing. This the official [url=https://steamcommunity.com/workshop/filedetails/?id=3192593558]Continued Neurotrauma content[/url] version, forked from the now unmaintained [url=https://steamcommunity.com/workshop/filedetails/?id=2857967391]Curly's Surgery Plus Ultra (name pending)[/url]. Want to contribute? Check out the [url=https://github.com/OlegBSTU/NT-Surgery-Plus]GitHub repository[/url]. [h1]Load Order[/h1] NTSP needs to be placed above Neurotrauma in the list of enabled packages: [img]https://i.imgur.com/dfWu98q.png[/img] [h1]Configuration Options[/h1] Configuration options can be accessed for hosts through the escape menu and the neurotrauma button at the bottom of the popup menu. [h1]Contributions[/h1] Lots and lots maintenance by [url=https://steamcommunity.com/id/OHMYGODSIRS/]Curly Fries[/url] Chinese (simplified) localisation was provided by [url=https://steamcommunity.com/profiles/76561198852819481]殇泣乀[/url] Russian localisation was originally provided by [url=https://steamcommunity.com/id/69Metroit69/]Metroit[/url] Then further improved/remade by [url=https://steamcommunity.com/profiles/76561198868900136]Zugar[/url] and [url=https://steamcommunity.com/profiles/76561198033275555]Good Gamer[/url] German localisation was provided by [url=https://steamcommunity.com/id/profole2007/]profole[/url]
Storage Icons
76561198185123769 द्वारा
Adds an icon to storage containers that shows their most abundant item, any item with an inventory can be configured to have this effect (including modded) REQUIRES [url=https://steamcommunity.com/workshop/filedetails/?id=2559634234] LUA FOR BAROTRAUMA[/url], FOLLOW INSTALLATION GUIDE use the command 'storageicons' in the console (F3) while in-game (not in menus) for a list of commands that can be used to configure this mod, alternatively, change the config.json in this mod's installation folder The command to only show 1 icon rather than the default 4 is [code]storageicons config showfour false[/code] This mod is client-side, it has no effect when running on a server [url=https://github.com/Dr-Turtle/Baro-StorageIcons]Github[/url]
A Bit More Turrets
76561198888370538 द्वारा
A Bit More Turrets is a simple mod designed to expand vanilla arsenal with, well, a bit more turrets - one of each type to be exact. Mortar - heavy Quickfire Gun - standard Autogun - standard Rotary Machinegun - standard Torpedo Tube - fixed I tried my best to balance them around the vanilla progression and meta. See added images for information, enjoy! Credits to Sydwad and Knarrenbluntz for sounds
[Music mod] RIMM Reworked
76561198251959678 द्वारा
[i]Breathe new life into your submarine with playable instruments, note sheets, cassette tapes, and over 50 unlockable songs. Forget the boring five second loops of the vanilla instruments, this is real music![/I] This mod greatly upgrades the vanilla music instruments (and adds some new ones) to play a much wider selection of better music, and it allows you to choose which music to play using a note sheet slot in every instrument. Note sheets can be found while playing. Can you collect all the songs? Works in multiplayer. Works with the vanilla system of talents. [img] https://i.imgur.com/AsQzR0x.png [/img] [h1]Main Features[/h1] [list] [*] A fresh selection of over 50 music tracks [*] Pick which music to play from unlockable note sheets you can find while playing! [*] Crisp and audible music quality thanks to an efficient compression algorithm [*] A runtime loading system ensures the music won't increase your loading times or lag the game at all! [*] New items matching the vanilla artstyle [*] New Cassette Player (Radio), which plays music from cassettes even when dropped on the ground [*] Note sheets for each instrument are distinguishable by colour. Same for each cassette tape. [/list] [img] https://i.imgur.com/mh3lQu0.png [/img] [h1]Available Instruments[/h1] [list] [*] Harmonica (7 songs) [*] Accordion (14 songs) [*] Guitar (15 songs) [*] Chorus Book (8 songs) [*] Cassette Player (16 songs + 1 extra) [/list] You can purchase or find music and instruments at Cities and Habitation outposts, or loot rare music from wrecks. Each outpost has only a limited selection of music available for purchase. [h1]Add-ons and Music Packs[/h1] These are unofficial community addons for RIMM. Thank all of you for making our long hauls in Europa seas even more fun! [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2967350651]MxD's Mountable Cassette Player and Additional Songs[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2945049784]Iterum's Addon[/url] - 5+ new cassette songs [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2970207885]Leo's Addon[/url] - 15+ new songs for various instruments [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3233478712]Felshaf's Finnish Songs[/url] - 9 new cassette tapes with music from Finland [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3247189598]Snubby's Addon[/url] - 30+ cassettes, 9 note sheets [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3349318911]A German's Addon[/url] - 20+ cassettes, mainly rap songs [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3405646978]Cowabunga's Addon[/url] - Large collection of cassette tapes and longer "radio broadcast" tapes [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3488126424]Plaski's Deep Calls[/url] - 12 cassette tapes from Deepwoken [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3070076932]Project Moon Songs[/url] - cassettes from Lobotomy Corporation, Library of Ruina and Limbus Company [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3604097189]Music to Sink To[/url] - cassette tapes from a variety of genres and game soundtracks Is your addon not in the list? Feel free to let us know and we'll add it to the list! :) [h1]Thanks[/h1] [list] [*] Big thanks to the original author of [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2660422235]RIMM[/url] and everyone they drew inspiration from [*] Thanks to everyone who made addons and music packs for this mod! (see above) [*] Thanks to [url=https://steamcommunity.com/profiles/76561198269812804]Snubby[/url] for work on the placeable cassette player! [/list] [h1]Feedback[/h1] I'll try to fix any issues you post about in the comments. New music requests are welcome. This is a rework/improvement of the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2660422235]Reworked Instrumental Music Mod[/url] which itself is a rework of [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2150095666]another mod[/url]. [h1]FAQ and troubleshooting[/h1] [b]The music is too loud / too quiet! Can I adjust the volume?[/b] TLDR: No, due to game limitations. Unfortunately you cannot adjust the volume of the songs. Due to limitations in Barotrauma's code, the music from this mod is actually classified as "sound effects" and therefore it cannot be adjusted separately from other sounds in the game. All the songs in the mod have normalised volume so they don't drown out the rest of the ingame sounds. There's nothing more I can do about this, sorry! [b]The music stays loud even when I'm on the other side of the sub! Can you fix this?[/b] TLDR: No, due to game limitations. That's unfortunately another limitation of Barotrauma's sound engine. Ingame sounds can either be Mono (one channel) or Stereo (two channels, one for each ear). If a sound is in Mono, Barotrauma will process it with distance attentuation and spatial panning. The drawback? You will only ever hear the sound in one ear, depending on whether it's coming from your left or your right. I don't know about you, but I don't enjoy listening to loud music in one ear and submarine ambience in the other. That's why all songs in RIMM Reworked are Stereo, which plays the song in both ears but also disables distance attentuation. There is no in-between, unfortunately. [b]Where do I get songs / music sheets?[/b] You can buy them at city outposts (the big ones), or loot them from wrecks on missions. For the more unscrupulous crewmember, they can also be stolen from sleeping quarter drawers on all kinds of outposts :) [b]Can I add my own songs?[/b] Of course! There is a wonderful [url=https://github.com/Mylapqn/RIMM/tree/main/RIMMR%20Example%20Addon]guide on Github[/url] by Garnet that will help you through making a custom addon for RIMM Reworked! If you make an addon, you can also share it here and I will add it to the official list of RIMM addons!
Immersive Handcuffs
76561198044041937 द्वारा
[h1][u]Info:[/u][/h1] With Immersive Handcuffs you no longer have to stun a character, drag the handcuffs into their inventory and then carefully click the small bar above the item slot to handcuff them while hoping they don't get up before you can do so. (However there is a patch listed further below if you prefer to require stun to handcuff) [b]Cuffing:[/b] [list] [*]Have "Handcuffs" in your inventory. [*]Grab the person with your health menu keybind. [*]Click on the "Handcuffs" in your inventory or press your hotbar keybind to quickly cuff the person. [/list] [b]Uncuffing[/b] [list] [*]Have a "Handcuff Key" in your inventory. [*]Grab the person with your health menu keybind. [*]Click on the "Handcuff Key" in your inventory or press your hotbar keybind to quickly uncuff the person. [*]The "Handcuffs" will drop on the floor and the person is stunned for 4 seconds, allowing you to quickly pick up the cuffs and leave the room in case you're trying to lock them in a brig or prison cell. [/list] [h1][u]Additional Features:[/u][/h1] [list] [*][b]Arresting System:[/b] Security officers will now put you into jail cells when arresting you. You can be bailed out if a fellow crew mate pays 500 mk to the jail guard officer found at administration. If the station does not feature jail cells, you'll instead be transported back to the submarine and temporarily banned from entering the station. Entering the station while you're banned will result in immediate arrest and reputation loss again. [*][b]Bounty System:[/b] It is now possible to arrest NPCs (both friendly or enemy) and bring them with you. Caught any outlaws? Bring them to a military station and hand them in for a nice reward. Playing with DynamicEuropa and arrested some outpost dwellers? Bring them to a Pirate Haven and sell them to the pirates. But beware: Arresting someone while their allies can see you will greatly upset them! The NPC to hand your arrested people to can usually be found in the administrative modules. [*][b]Brig System:[/b] You can now lock people into your brig and they will stay there even after loading screens. Using the new "Security Whistle" item which can be obtained from merchants, you can now instantly send anyone handcuffed in your submarine directly to the brig. Use it either via health menu or by standing within 1m of a handcuffed person and using the item. [i]Requires a compatible submarine with a room called "roomname.brig" and a spawnpoint set to "Human" with the spawn point tag "brig" inside it.[/i] [*][b]Mission Adjustments:[/b] Prisoner transports have been adjusted to work with the rework of handcuffs and prisoners may now try to bribe you to free them. [*][b]Custom Sounds:[/b] Cuffing and uncuffing now plays some fitting sound effects. [/list] ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [h1][u]Compatibility and other Patches:[/u][/h1] Read the description of these patches for load order instructions! - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3323344505]Stun Required Patch[/url] ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [h1][u]Load Order:[/u][/h1] - [b]Immersive Handcuffs[/b] - [b]Neurotrauma or any other mod that overrides Handcuffs or Prisoner Transport missions[/b]
Malborasek
76561198044963948 द्वारा
Cigarettes and cigarettes pack from legacy version of Barotrauma Extended (without sound) Ah malborasek. Kiedy ostatnio miałem cię w ustach?
Shreksophone
76561198003030559 द्वारा
*Sounds of sexy ogre* Buy it on any outpost just like any other instrument!
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