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Mod & Plugin Barotrauma

81.000+ mod tersedia Sumber: Steam Workshop
LuaCsForBarotrauma

LuaCsForBarotrauma

oleh 76561198067985351

[h1]Updated for the Summer Update Hotfix v1.13.3.4[/h1] [h3]Discord: https://discord.gg/f9zvNNuxu9[/h3] [h3]Consider supporting the project:[/h3] [h3]https://patreon.com/Evil_Factory[/h3] [h3]https://github.com/sponsors/evilfactory[/h3] This is a Barotrauma modification that adds Lua modding, and [b]optional[/b] CSharp modding, this is not a direct replacement for xml, but works great in doing things that weren't possible in xml. [hr] [h2]Some Info[/h2] Client-side mods run on your game client, whether you're playing singleplayer or joining a server. Server-side mods run on the server, which applies when you're hosting, meaning both client and server mods are active. It's important to know that some mods require only server-side, some only client-side, and some both. If you don't have the necessary client-side mod, some features might be disabled, or the mod might not work properly. For example, [b]Neurotrauma[/b] works in multiplayer with only server-side installed, but you'll need client-side for singleplayer. Meanwhile, [b]Movable and Sellable Wrecks[/b] requires both server-side and client-side for multiplayer; players without the client-side mod may encounter issues. So always consult the mod description to know what it exactly requires. [hr] [h2]Installation[/h2] There's two parts to this mod, the server-side and the client-side, which one you need depends on the mod that you are trying to use. Client-side is always required for singleplayer support. [h3]New Install Method[/h3] The mod now has a new installation method, you can install it by simply putting in a special launch option in Steam, here's how you do it: [list=1] [*]Make sure your game is closed [*]Go to your Steam Library [*]Right Click Barotrauma and Click Properties [*]You should be able to see the Launch Options and below it a text box that you can enter text into [*]Enter the following code into the text box: [b]Windows[/b]: [code]cmd /c "C:\Windows\System32\curl.exe -L -o Luatrauma.AutoUpdater.win-x64.exe https://github.com/Luatrauma/Luatrauma.AutoUpdater/releases/download/latest/Luatrauma.AutoUpdater.win-x64.exe && start /b Luatrauma.AutoUpdater.win-x64.exe %COMMAND%"[/code] [b]Linux[/b]: [code]bash -c "wget -N https://github.com/Luatrauma/Luatrauma.AutoUpdater/releases/download/latest/Luatrauma.AutoUpdater.linux-x64 && chmod +x Luatrauma.AutoUpdater.linux-x64 && ./Luatrauma.AutoUpdater.linux-x64 %command%"[/code] [b]MacOS[/b]: [code]/bin/zsh -c "cd Barotrauma.app/Contents/MacOS && /usr/bin/curl -LOR https://github.com/Luatrauma/Luatrauma.AutoUpdater/releases/download/latest/Luatrauma.AutoUpdater.osx-x64 && chmod +x Luatrauma.AutoUpdater.osx-x64 && ./Luatrauma.AutoUpdater.osx-x64 %command%/Contents/MacOS/Barotrauma"[/code] [*]Close the window and you are done [/list] [h1]Also with this installation method, you don't and shouldn't use the LuaCsForBarotrauma workshop content package, keep the workshop mod disabled.[/h1] This installation method will download the mod and install automatically both client-side and server-side from GitHub every time you launch the game. This means the mod installation will always be preserved even if you verify the game files or a new Barotrauma update is released. You can of course uninstall the mod by deleting the launch option and verifying the game files. [h3]Classic Install Method[/h3] This is the classic way of installing the mod, it makes use of the content package, so make sure to have this mod subscribed and updated in the workshop. If you are running Linux, subscribe/enable [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2970628943]Lua For Barotrauma Linux[/url] instead. If you are using MacOS, this installation method is not supported, you will need to install the mod manually, refer to this guide: https://evilfactory.github.io/LuaCsForBarotrauma/lua-docs/manual/installing-lua-for-barotrauma-manually There's two parts to this installation, server-side and the client-side, which one you need depends on the mod that you are trying to use. Client-side is always required for singleplayer support. [b]Server-Side[/b] Simply enable the mod and before hosting a server, select LuaForBarotrauma in the ServerExecutable dropdown. This is all you need to do to enable the mod server-side. [img]https://i.imgur.com/xMLMI4m.png[/img] [b]Client-Side[/b] This one is a bit more complicated, you need to install the mod while hosting a server, here's how you do it: [list=1] [*]Open hosting menu [*]Select LuaForBarotrauma in ServerExecutable and host a server [*]While hosting, open the console window [i](most commonly [b]'F3'[/b])[/i] [*]Type in or copy, then execute the console command: [code]install_cl_lua[/code] [*]Restart the game [/list] (Video if you don't understand the instructions above: https://www.youtube.com/watch?v=wEeJ70vH1TM ) The client-side installation will be reverted every time you verify the game files or a new Barotrauma update is released, so you will need to do this process again if that happens. [h3]Dedicated Servers[/h3] Dedicated servers require you to manually install the mod, refer to this guide: https://evilfactory.github.io/LuaCsForBarotrauma/lua-docs/manual/installing-lua-for-barotrauma-manually Note: Some game hosting services don't allow you to mess with the game files, so you might not be able to install the mod on those services. [hr] [h3]Checking if the mod is working properly[/h3] You can test if client-side is working properly by opening the debug console (F3) and typing in cl_reloadluacs, if you see a message saying command not found, then the mod is not installed on the client. To test if server-side is working, first host a server, then open the debug console (F3) and type in reloadluacs, again if you see a message saying command not found, then the mod is not installed on the server. [h3]Common Troubleshooting[/h3] If [u]you[/u] are having [b][u]problems[/u][/b] with the mod, always try doing [u]these[/u] things before seeking for [b][u]help[/u][/b]: - Go to the Barotrauma in game workshop menu, and click the reinstall button - Delete this folder [b]%LocalAppData%\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2559634234[/b] and restart the game - Disable and Enable the mod and try again Nothing worked? Feel free to seek for help, but please always try to provide as much information as possible, it's hard to solve a problem without much information. [hr] [h3]Github: https://github.com/evilfactory/LuaCsForBarotrauma/[/h3] [h3]Lua Documentation: https://evilfactory.github.io/LuaCsForBarotrauma/lua-docs/[/h3] [h2]Notable Contributors[/h2] [url=https://github.com/MapleWheels]Perfidious Leaf[/url] - Fully reworked and improved the C# loading mechanism [url=https://github.com/notpeelz]peelz[/url] - Contributed a lot to the project, from fully reworking the hook system to fixing a bunch of bugs on the moonsharp repo. [url=https://github.com/oiltanker]oiltanker[/url] - Contributed the initial CSharp mod loader. [url=https://github.com/zhu-rengong]zhurengong[/url] - Provided lots of useful feedback for the mod on the early days and helped with the making of the CSharp loader. Special thanks to all sponsors that kept and keep the project going: [b]Taj the King[/b] [url=https://github.com/ZanderDowdall]FearTheQueer[/url] [url=https://github.com/ricky122122]Ricky[/url] [url=https://github.com/RolfLewis]Rolf Lewis[/url] [url=https://github.com/MapleWheels]Perfidious Leaf[/url] [url=https://github.com/PeasantFoundry]Hadrada[/url] [b]WjunniorW[/b] [b]dnova[/b] [b]Amadare[/b] [b]Esirprus[/b] [b]The Great Coachwhip[/b] [b]Evergreen[/b] [b]StarryCult[/b]

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Shipwrecks Extended

Shipwrecks Extended

oleh 76561198294929856

[h1] Welcome to the Shipwrecks Extended mod page! [/h1] This mod adds many new wrecks in addition to vanilla ones to the game. Some of them are more dangerous than others while others are completely harmless and useless. To some of them you can even dock! Happy salvaging! This mod is compatible with all currently known wreck mods, including [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2184257427]"More Wrecks for Barotrauma"[/url] [b]Special thanks[/b] to [url=https://steamcommunity.com/id/Jlobblet/]Jlobblet[/url], some of the wrecks were made with help of his [url=https://github.com/Jlobblet/Sub-Wrecker/]Sub-Wrecker[/url] program. Also our modification [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2389600483]Beacons Extended[/url] [url=https://discord.gg/2nHsa7N]Link to the discord channel[/url], where you can join the project, as well as report bugs. [hr][/hr] [h1] Добро пожаловать на страницу мода Shipwrecks Extended! [/h1] Данный мод добавляет в игру множество новых обломков. Некоторые из них опасны, некоторые нет, другие могут быть совершенно бесполезными. К некоторым из них вы даже сможете пристыковаться! Удачной добычи! Этот мод совместим со всеми известными на данный момент модами, добавляющими новые обломки, включая [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2184257427]"More Wrecks for Barotrauma"[/url] [b]Особая благодарность[/b] [url=https://steamcommunity.com/id/Jlobblet/]Jlobblet[/url], некоторые из обломков были сделаны при помощи его утилиты [url=https://github.com/Jlobblet/Sub-Wrecker/]Sub-Wrecker[/url]. Также наша модификация [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2389600483]Beacons Extended[/url] [url=https://discord.gg/2nHsa7N]Ссылка на дискорд канал мода[/url], где желающие могут присоединиться к проекту, а так же сообщить об обнаруженных ошибках.

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Improved Husks

Improved Husks

oleh 76561198081403161

[h1][B]Improved Husks[/B][/h1] The [B]Improved Husks mod[/B] aims to improve and expand the influence of the mysterious "husk parasite" in the world of [B]Barotrauma[/B] in many ways. [h1]Core Features[/h1] -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. -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. [h1]Compatibility[/h1] This mod overrides the following vanilla content: - Husk Infection 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" The more things a mod overrides, the harder it is for it to be compatible with other mods in general. [h1]Useful Links[/h1] Guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2545104010 Spawnlist (names of all the monsters, items and afflictions added in this mod): https://pastebin.com/3kdv2EFu [h1]Localization[/h1] This mod has been translated to the following languages: Russian - Courtesy of [url=https://steamcommunity.com/id/enigmatic_mb]Enigma[/url] Simplified Chinese and Japanese - Courtesy of [url=https://steamcommunity.com/id/2856537135]Pikanic[/url] Polish - Courtesy of [url=https://steamcommunity.com/profiles/76561198086788787]Matiz753[/url] Brazilian Portuguese - Courtesy of [url=https://steamcommunity.com/id/Higgsbury/]Polaris[/url]

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DynamicEuropa

DynamicEuropa

oleh 76561198865679732

[img]https://steamuserimages-a.akamaihd.net/ugc/2497901425255317519/4E70A5E9383AA121F2D90DB5AC7406E6F4325680/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%000000&letterbox=false[/img] [h1]ATTENTION[/h1] Please read the description as it contains important information about features, patches and incompatibilities! [h1]Requires a new campaign after first installation! DO NOT REMOVE FROM AN ONGOING CAMPAIGN DOING SO WILL KILL YOUR MAP![/h1] [h1]Features:[/h1] [list] [*][b]Unique Locations, Dynamic Outposts:[/b] Over 20+ new locations. Outposts are specialized in specific services. They will grow in size over time, and you can even help build (or destroy) outposts. You will have to carefully plan your route to find what you're looking for... [*][b]More Missions and Events:[/b] Meet unique NPCs, take on never seen before missions, and discover brand new events! [*][b]Outpost Takeovers:[/b] Fight for your faction and take over rivaling outposts until nothing is left of your enemy. Visit outposts, cities or any military outpost with enouh reputation for your faction to be able to join their fight. [*][b]Outpost Destruction:[/b] Don't like a station in particular? Just get rid of it. Blow up the reactor with explosives, kill the inhabitants and watch the world burn as you leave a trail of destruction. (Construction Sites and Surveys require to be at least 50% flooded instead of blowing up a reactor) [*][b]Monster Lairs and Swarms of husks:[/b] Monsters nest deep inside lairs, and will spread to nearby locations. Worse, swarms of husk infected may patrol the biome. Destroy the lairs to make the area habitable again! [*][b]Biome Overhaul:[/b] Biomes have more variation than vanilla, from twisted caverns to endless abyss, and rare level hazards... [*][b]Pirates:[/b] Thanks to [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2885238752]Pirates Ahoy![/url] being integrated, you'll encounter new pirate themed missions, vessels, items and outposts! (All info at the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2885238752]Pirates Ahoy![/url] page) [*][b]Hungry Europans:[/b] A few foods and drinks of [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2954998725]Hungry Europans[/url] are integrated into DynamicEuropa to allow you a bit more roleplay. If you would like to also be able to butcher creatures and cook meals, head on over and install [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2954998725]Hungry Europans[/url] and put it [u]ABOVE[/u] DynamicEuropa in your load order! [/list] ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [h1]Load Orders:[/h1] Make sure to check in [url=https://steamcommunity.com/workshop/filedetails/discussion/2532991202/4356745682748557682/][u]here[/u][/url] to view recommended load orders! [b]If you don't know what to do, It is usually recommended to put DynamicEuropa at the very bottom of the mod list.[/b] [h1]Pirates Ahoy! Music Info:[/h1] There are currently 11 songs to collect. For a full track list with links, please visit the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2885238752]Pirates Ahoy![/url] workshop page. [b]All tracks are edited 40sec - 2:30min long mono sound loops and not the full songs![/b] [b]These tracks should not cause copyright claims, if you decide to stream or upload a video. If you do receive a claim, please let me know which song got claimed![/b] [h1]Compatibility and other patches:[/h1] [b]READ THE DESCRIPTION OF THESE PATCHES BEFORE INSTALLING![/b] Here is a collection of all the compatibility mods that might be required to make Dynamic Europa work with other mods: https://steamcommunity.com/sharedfiles/filedetails/?id=3440594332 [h1]Incompatible Mods:[/h1] Dynamic Europa overrides a LOT of game elements. Unless a patch exists, there might be incompatibilities with the following types of mods: - Mods that add more missions which cannot be triggered in DE's custom outposts, or as part as the vanilla mission pool - Mods that modify or add factions can conflict unless patched - Mods that add hireable characters, as they have to override locations to enable hiring - Mods that modify the map or biomes ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [h1]Discord Server:[/h1] If you prefer to chat to us directly or report issues with video or screenshot material, you can do so on our [url=https://discord.gg/FjPCT8c5Ze][u]Discord Server[/u][/url] [url=https://discord.gg/FjPCT8c5Ze] [img]https://images.steamusercontent.com/ugc/53588581607240772/8FF84C6403C04A35E85D26161DA697A52567466C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%000000&letterbox=false[/img] [/url] [h1]Credits:[/h1] [url=https://steamcommunity.com/id/Jar_Of_Honey]Jar Of Honey[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2938250250]Warden[/url] Pirate Vessel [url=https://steamcommunity.com/profiles/76561198923554396/]SansPL[/url], [url=https://steamcommunity.com/id/Jar_Of_Honey/]Jar Of Honey[/url], [url=https://steamcommunity.com/profiles/76561198450104365/]The Capitalist[/url] - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3008681734]Starwalker[/url] Coalition Vessel [url=https://steamcommunity.com/id/Noveva]Noveva[/url] - Multiple new events [url=https://steamcommunity.com/id/Draconis9972/]Draconis[/url], [url=https://steamcommunity.com/id/notwendy]NotWendy[/url] & [url=https://steamcommunity.com/profiles/76561198049884400]Udrakan[/url] - New outpost modules [url=https://steamcommunity.com/profiles/76561198406762796]ThousandFields[/url] - Bug finder supreme [url=https://steamcommunity.com/id/Draconis9972]Draconis[/url] for his many contributions

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Beacons Extended

Beacons Extended

oleh 76561198046598286

[h1] Welcome to the Beacons Extended mod page! [/h1] The purpose of this mod is to make beacon missions less repetitive by adding new beacons from various authors in addition to the vanilla beacons. The mod currently consists of 56 beacons The current list of beacons is not final, more beacons will be added in the future If you find a bug in the mod, you can report it here on the mod’s bug report discussion page (pinned below) or on mod’s [url=https://discord.gg/2nHsa7N]Discord channel [/url], where you can also leave your questions and feedback You can also visit the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2095211492]Shipwrecks Extended[/url] mod which adds many new wrecks to the base game. [h1] Compatibility [/h1] Beacons Extended should be compatible with all basic beacon mods unless they have conflicting file names. Beacons Extended does not make any changes to the vanilla game, but simply adds additional beacons to the list. [hr][/hr] [h1] Добро пожаловать на страницу мода Beacons Extended! [/h1] Цель данного мода – немного разнообразить миссии по активации маяков путём добавления новых маяков от различных авторов в дополнение к ванильным. На данный момент мод содержит 56 маяков Текущий набор маяков не финальный и будет пополнятся Если вы нашли ошибку в моде, вы можете сообщить о ней в закреплённом топике (под описанием) или на [url=https://discord.gg/2nHsa7N] Discord канале мода [/url] где вы также можете задать интересующие вас вопросы и оставить свои пожелания Вы также можете посетить страницу мода [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2095211492] Shipwrecks Extended [/url] который добавляет в игру множество новых обломков [h1] Совместимость [/h1] Beacon Extended совместим со всеми модами на маяки если последние, не имеют одинаковых по названию файлов. Мод не вносит изменений в игру, а просто добавляет новые маяки в общий список маяков.

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[Legacy] EK | Armory

[Legacy] EK | Armory

oleh 76561198059085511

[h1]IMPORTANT ANNOUNCEMENT: Mod relies on core-game functionality that no longer is present.[/h1] [h1][strike]This mod is primarily balanced towards campaign; with various supplies purchasable from outposts, fortifications, and research centers; and many items to craft including physicorium ammunition variants. [/strike][/h1] [b]Ship ammunition & small-arms balanced for vanilla Bonethresher, Charybdis, Endworm, Hammerhead, Husk, Moloch, Mudraptor, Giant-Spineling, Tigerthresher, Watcher, Crawler-Broodmother, Fractal Guardian. [/b] [b]Weapons:[/b] [list]Handgun, Pipe-Gun, Compact SMG, Marine SMG, Marine Battle Rifle, Double-Barrel Shotgun, Tactical Shotgun, Drum LMG, Flamethrower, Tazer Gun, Flare Gun, Dart Gun, Torpedo Rifle, Rocket Launcher, Molotov Cocktail, Gauss Pistol, Gauss Rifle, Laser Pistol, Laser Rifle, 'Beast' SSL[/list] [b]Items:[/b] [list]9mm Magazine (High-capacity, Physicorium, Riot), 10mm-Auto Magazine (Physicorium, Riot), 5.7x28mm Magazine (Physicorium, Riot), 5.56x45mm Magazine (Physicorium, Riot), 5.56x45mm Drum (Physicorium) Shotgun Shells (12-Guage, Slug, Beanbag, Grenade, Physicorium Slug), Tazer Cartridge, Flare Shell, Microtorpedo (Slug, Short-fuse, Shock-pulse), Rocket (High-explosive, Short-fuse, Armor-piercing, Physicorium), 30mm-FC Clip, Rocket Harpoon, Thermite, Impact Mine, Smoke Grenade, Flashbang, Thermite Grenade, Satchel Charge, Dynamite[/list] [list]Hatchet, Baton, Captain's Sabre, Throwing Knives[/list] [list]Weapon Components, Loading Kit, Security Radio, Marine Suppressor, Tactical Light, Laser Sight, SonarScope, Weapons Locker, Weapons Case, Ammo Crate (9mm, 5.7x28mm, 5.56x45mm, Shotgun Shell, Microtorpedo, Rocket), Physicorium Ammo Crate, Military Hardsuit, Marine Combat Armor, Marine Helmet, Renegade Combat Armor, Renegade Helmet, Mercenary Combat Armor, Mercenary Helmet, Ammo Bandolier, Tactical Backpack, Fire Jumpsuit, Fire Helmet[/list] [b]Ship's Ammunition:[/b] [list]Hybrid Coilgun Ammo Variants, Heavy Coilgun Ammo, Extended Coilgun Ammo Boxes, Toxin Ammunition, Railgun Sonar Decoy, Railgun Flak Shell, Railgun Flechette Shell, Railgun Halfshells, Cargo Depth Charge, Radiation Depth Charge, Homing Shell, Armor-Piercing Railgun Shell, Fusion Nuclear Shell, Incendiary Railgun Shell[/list] [b]Info:[/b] [code]Handguns and ammo can be purchased at cities and outposts. Marine SMGs and Shotguns can be purchased at military installations and cities. Physicorium ammo variants can be purchased at research sites or crafted. Torpedo Rifles and Impact Mines can only be bought at military installations. Every type of microtorpedo ammo can be crafted aswell as bought.[/code] [h1]Due to changes in the steam workshop installation system, update bugs may need to be solved by deleting the content folders located at: Steam\Steamapps\workshop\content\602960\1769403760 and: Appdata\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\1769403760[/h1] [u]It might still just decide to not work anyways - the workshop rework is still unpolished - refer to issue:[/u][b][url=https://github.com/Regalis11/Barotrauma/issues/8874] Github #8874 [/url][/b]

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[Legacy] EK | Utility

[Legacy] EK | Utility

oleh 76561198059085511

[h1]IMPORTANT ANNOUNCEMENT: Mod relies on core-game functionality that no longer is present.[/h1] [h1][strike]This mod is primarily balanced towards campaign; with various supplies purchasable from outposts, mines, and research centers; and many items to craft including place-able machines and storage containers. [/strike][/h1] [b]Items:[/b] [list][*]Electric drill [*]Arc welder [*]Hull patching kit [*]Ion pulse cutter [*]Laser bore [*]Metallic foam sprayer [*]Reinforced fuel / oxygen tanks [*]Rebreather [*]Label Printer [*]Engineering headset [*]Long-range radio [*]Jet scooter [*]Chemlights [*]Handheld medical scanner [*]Electro-flare [*]Advanced sonar-beacon [*]Utility hardsuit [*]Mining backpack [*]Grappling Hook [*]Rocketbelt [*]Medical backpack [*]Improved railgun shell rack [*]Metal crate rack [*]Storage shelves [*]Hand truck [*]Rolling cart [*]Industrial storage crate [*]Artifact container [*]Condensed resource storage crates [*]Placeable Machines [*]Incendium fuel rod [*]Utility Pouch[/list] [h1]Due to changes in the steam workshop installation system, update bugs may need to be solved by deleting the content folders located at: Steam\Steamapps\workshop\content\602960\1946765892 and: Appdata\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\1946765892[/h1] [u]It might still just decide to not work anyways - the workshop rework is still unpolished - refer to issue:[/u][b][url=https://github.com/Regalis11/Barotrauma/issues/8874] Github #8874 [/url][/b]

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Barotraumatic

Barotraumatic

oleh 76561198865679732

[h1] [b][u]Mod Summary[/u][/b][/h1] Finding the game too easy and uneventful? Boring and repetitive vanilla monsters adding no variety or challenge to your life? Using Mods that give you overpowered but fun toys, but there isn't anything to shoot? * [b][u]THEN THIS MOD IS FOR YOU[/u][/b] * [b][u]Features[/u][/b] * [b][u]Biomes[/u][/b] * [b][u]Radios[/u][/b] * [b][u]Installing[/u][/b] * [b][u]Other Creations[/u][/b] [h1] [b][u]Features[/u][/b][/h1] This is my WIP mod to increase the frequency and variety of monster spawns, along with associated missions. There are as of August 2025 roughly 258+ Creatures in this pack, some of them are common in many biomes and some are rare, insidious and might not be seen in a playthrough. So you might encounter something you have never seen before as your play style or mission types change and you explore the abyss more frequently or cave dive. Not everything is totally hostile and there are several neutral or passive aggressive creatures. There is also no guide or wiki to hold your hand in this journey, you are on your own and only have the unreliable Zee stories of your other submariners to go on in many cases. No more uneventful missions, no more devoid caves, no more empty wrecks and ruins! Wrecks and large ruins will have enemies! Bring plenty of meds and ammo. Ruins are now the most reliable place to find alien materials and maybe a way to ascend past humanity... The best part is besides word of mouth from your fellow sailors and other sea stories there are no wikis, lists or guides to spoil what strange creatures (Over 280!) you will encounter when using this mod. [h1][b][u]Biomes[/u][/b][/h1] Each biome has a unique with sets of creatures and varying difficulties that will encourage the player to counter or learn the underlying mechanics of each of them, your submarine, and maybe even use a little stealth to survive. [h1][b][u]Radios[/u][/b][/h1] BaroTraumatic completely overhauls the radio system in the game. Distortions, interference, and even death can come from your usually safe headset, batteries not required! There are 5 craftable radios to try out, each with their own unique features like noise cancelling and chemical battery! [h1] [b][u]Installing[/u][/b][/h1] [b][u]TO USE THIS MOD[/u][/b], you need to download [b][u]BAROTRAUMATIC[/u][/b] Do not download the original legacy versions of Xansmonsters1&2, Extended monsters, Monster test pack, Europa fishies, survivator plays, MN Creatures and/or Creatures of the depth as doing any of these things will cause crashes and errors. The [b][u]Barotraumatic Creature Pack[/u][/b] is no longer needed as it is part of the file. Other mods that edit the spawn-list, Event Manager, or Vanilla Afflictions must come below BaroTraumatic! It is generally safe now to put BaroTraumatic at the [b][u]Top of your Load Order[/u][/b] BaroTraumatic is [b][u]safe to add and remove[/u][/b] from any campaign at any time. You will obviously lose any items added via the mod if removed in the middle of a campaign. [h1][b][u]Other Creations[/u][/b][/h1] My [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2532991202][b][u]Dynamic Europa[/u][/b][/url] Map and Locationtype Overhaul If you suffer from lag issues, I recommend [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2701251094][b][u]Performance Fix[/u][/b][/url] by Evil Factory. There is a creature config that will allow you to increase FPS. [h1] [b][u]Attention![/u][/b][/h1] If you have recently updated the mod and experience errors such as unable to join server with the current version and being prompted to download the mod, missing files in console, mod unable to be loaded due to errors and red in mod loader. Then it is highly likely your mod installation is corrupted. To fix this go to the ingame mod manage and find the mod in the list, right click the mod and select "View Details" and in the mod details page there is a button in the upper right hand corner labelled reinstall. Hit this button and the mod will be reinstalled in both the workshop and staging folder. This should almost any issue you have with the mod. Otherwise like any other mod that is not loading due to a filelist issue you will need to find your barotrauma mod folder on your C:\ drive and delete folder 2518816103 in order to clear it from the staging folder for reinstallation. It was usually recomended to install and use Performance Fix by Evil Factory and have it configured while playing BaroTraumatic though Evil Factory says it is no longer. [h1] [b][u]Credits are located in Discussions![/u][/b][/h1]

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Meaningful Upgrades

Meaningful Upgrades

oleh 76561198059085511

[h1]A mod which improves the existing upgrade system and adds new ones.[/h1] Upgrade cost scales more linearly with what you are paying for. More incentive to max out an upgrade category instead of buying a different sub. Some Items can be upgraded to +50% or +100% efficiency. The level-cap of hull strength upgrades have been increased to allow investment in late-game survivability. Max level amounts have been increased or decreased, compressing items with un-needed levels into fewer upgrades and expanding items which did not have enough levels into more upgrades. Adds new unique upgrades for: Sonar Range, Turret Firerate, Discharge Coil Range, and Discharge Coil Efficiency, and Machine/Equipment base HP. Pumps and Engines have been given [b]very high max limits[/b], this is to facilitate [i]'certain types'[/i] of submarines. [spoiler]Typhon2, Berillia, R-29[/spoiler] [strike]If you manage to max-upgrade a submarine which is 'already upgraded' it will be extremely broken. - upgrade responsibly.[/strike] *Note: All currently supported EK submarines are now handling-stat compatible with engine speed upgrades, speed increases with more upgrades should now be more linear speed increase instead of exponential. [h1]If you have issues after mod updates, use the ingame 're-install' button or re-download the mod manually.[/h1] [code]The mod is updated to current campaign but 'Tier' restrictions have been reverted - so it is still possible to reach the crush depth requirement to finish the campaign with any upgraded submarine of your choosing. Also theoretically nothing should matter if you add this mod mid-campaign, the game will probably yell at you once due to the stats being overwritten & if you've already purchased upgrades they might seem a bit 'off' but should be functionally fine once you start adding new ones.[/code]

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[Legacy] EK | Gunnery

[Legacy] EK | Gunnery

oleh 76561198059085511

[h1][b]Do not send 'community awards'.[/b][/h1] Until the new system is fixed, there is no point in sending awards to community items. [h1]Sub-building pack which introduces new types of armaments and defensive capabilities for the submarine.[/h1] [b]Ship ammunition & turrets balanced for vanilla Bonethresher, Charybdis, Endworm, Hammerhead, Husk, Moloch, Mudraptor, Giant-Spineling, Tigerthresher, Watcher, Crawler-Broodmother, Fractal Guardian.[/b] [b]New Turret Hardpoint Weapons:[/b] [list][*][b]Light Chaingun:[/b] "Conventional weapons system with a high rate of fire utilizing self-propelled cartridges. Effective against small, fast targets." [*][b]Autocannon:[/b] "Conventional cannon which fires relatively light super-cavitating shells, but does so at a substantially increased fire-rate." [*][b]Micro SSL:[/b] "Experimental weapons-system with extremely high rate of fire. Very effective against soft targets in short bursts." [*][b]Small SSL:[/b] "Experimental weapons-system with high rate of fire. However its sustained-fire capability limited by ammo capacity." [*][b]Medium SSL:[/b] "Experimental weapons-system which excels at quickly laying down fire at moderate range." [*][b]Vortex-Ring Cannon:[/b] "Directional sonic weapon which utilizes a pneumatically driven hammer to produce a ring-shaped underwater shockwave." [/list] [b]Heavy Hardpoint Weapons:[/b] [list][*][b]Heavy Railgun:[/b] "Large diameter railgun with formidable stopping power. Requires an even greater energy supply to fire than a standard railgun." [*][b]Heavy Autocannon:[/b] "Heavy multi-barrel autocannon. Tears apart moderately armored vessels and creatures with overwhelming fire." [/list] [b]Auxiliary Hardpoint Weapons:[/b] [list][*][b]Auxiliary Light Chaingun:[/b] "Light chaingun for point defense or coaxial firing. Fire rate is slightly reduced due to autoloader size constraints." [*][b]Auxiliary Medium SSL:[/b] "4x Medium SSL battery on an auxiliary turret." [*][b]Auxiliary Mining Laser:[/b] "Acoustic-resonance laser system designed to break apart ice and soft minerals while leaving valuable ore intact." [/list] [b]Hull-Mounted:[/b] [list][*][b]Acoustic-Kinetic Pulse:[/b] "Hull mounted device. Emits a powerful shockwave when activated." [*][b]Shell Spike:[/b] (Passive/Logic) "A rugged metal spike attached to the submarine. Crude but effective defensive measure." [b]Ramming Prow:[/b] (Passive/Logic) Trigger with enhanced impact damage to creatures & submarines. [/list] [b]Modular Missile/Drone System:[/b] [list][*]For better "shuttle-based" weapon systems! [*]Visual rotation, sounds, particle effects [*]Engines, pumps, lateral thrusters, sonar guidance [*]Drone prefab included in the mod [/list] Also adds various ship systems to assist in turret control and ammunition handling. [h1]Due to changes in the steam workshop installation system, update bugs may need to be solved by deleting the content folders located at: Steam\Steamapps\workshop\content\602960\2390126010 and: Appdata\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2390126010[/h1] [u]It might still just decide to not work anyways - the workshop rework is still unpolished - refer to issue:[/u][b][url=https://github.com/Regalis11/Barotrauma/issues/8874] Github #8874 [/url][/b]

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Performance Fix

Performance Fix

oleh 76561198067985351

[h1]Note: This mod is already quite old, a lot of the performance issues in the base game have been addressed, so the performance improvements you get with this mod probably wont be very noticeable[/h1] [h2]This mod will work in any vanilla or modded server that you join, regardless the server having the mod on or off[/h2] [h1]What is this[/h1] This is a very experimental Lua mod, so expect that things may break. This is mod can greatly improve performance, it works by decreasing the amount of map entity updates, which can greatly improve performance. In my computer, i noticed that my fps nearly doubled after decreasing the updates by 4 times. This has the potential side effect of making some items act weird, i made an item update priority system to try combat this, so important items update normally, if you have issues with some items acting weird, you can try putting the item's id in the priority list. This mod also has a config that disables shadow casting lights globally, so if your computer struggles with lightning, try enabling that config. [h1]How to install[/h1] Notice: If you only want to boost server-side performance, you don't have to install client-side Lua, and only requires LuaForBarotrauma to be installed on the server. If you have client-side LuaForBarotrauma installed and wants to update it, press the "Remove client-side Lua" button in the main menu and then do the installation process again. [h2]Windows installation:[/h2] [b]This installation is for both multiplayer and singleplayer![/b] [list=1] [*]Subscribe to [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2559634234]Lua For Barotrauma[/url] [*]In the setting menu enable [b]LuaForBarotrauma[/b]. [*]Select the ServerExecutable to be equal to the LuaForBarotrauma executable [*]Host in-game server [*]While hosting, open the console window [i](most commonly [b]'F3'[/b])[/i] [*]Type in or copy, then execute the console command: [code]install_cl_lua[/code] [*]Restart the game [/list] Video if you are not able to understand the instructions above: https://youtu.be/wEeJ70vH1TM [h3]Warning: everytime you verify the integrity of the game files or a new update is released, you will need to do the process again.[/h3] [h2]Linux/Mac installation:[/h2] You will have to manually install LuaForBarotrauma, you can follow this [url=https://evilfactory.github.io/LuaCsForBarotrauma/lua-docs/manual/installing-lua-for-barotrauma-manually/]guide[/url], [h3]warning: mac version isn't tested, so it can be unstable.[/h3] If something breaks, just verify the integrity of the game files to undo the process. [h3]Submarine builders: You can tag a button component with "performancefix" and that will make it output the map entity update interval continuously. You can also tag components with "highpriority" which will automatically put them in the priority list.[/h3] [h1]Configuration[/h1] To configure the mod, simply use the console command [b]performancefix[/b] to open a GUI menu. To use the command while in the mainmenu, type [b]cl_reloadlua[/b] before using the command [b]reloadlua[/b] - Use this command to reload the script in the server-side, it will reload the script, applying the new configuration. [b]showperf[/b] - Useful command to see what is causing performance issues. [h1]Results[/h1] (note: these tests been done a few years ago and haven't been updated, so they are probably inaccurate) I tested the mod in a few servers and submarines that i know that lag a lot: My specs for comparison: Ryzen 3200g, AMD Vega 8 gpu, 16gb ram 2667mhz - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2688142460]ECS Argonaut[/url]: with 19 players on: 20-25 fps => 40-55 fps, with map entity divider equal to 4 - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2121725686]Vengeance Mk III[/url]: local server with me only: 13-16 fps => 38-43 fps, with map entity update divider equal to 4 and shadow casting lights disabled - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2537290783]The Red Planet[/url]: local server with me only: 17-25 fps => 43-60 fps, with map entity update divider equal to 8 - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2187915999]SMS Olympus[/url]: local server with me only: 10-14 fps => 28-34 fps, with map entity update divider equal to 2 - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2187915999]SMS Olympus[/url]: local server with me only: 10-14 fps => 40-47 fps, with map entity update divider equal to 4 - SNN Cruiser: with 17 players on: 8-12 fps => 25-33 fps, with map entity divider equal to 8 - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2679420296]Juna[/url]: local server with map entity divider equal to 4: Client-side: 15-19 fps => 41-47 fps Server-side: CPU usage dropped from 24% to 8-12% I plan on adding more performance options in case i find more ways to optimize the game. [h3]Discord: https://discord.gg/f9zvNNuxu9[/h3]

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New Wrecks For Barotrauma (With sellable wrecks)

New Wrecks For Barotrauma (With sellable wrecks)

oleh 76561198866196217

[h1]New Wrecks for Barotrauma[/h1] Expand and enhance the world of wrecked ships with this high-quality mod. [list] [*] Discover 18 new wrecks and their variants. [*] Encounter unique and perilous traps. [*] Dock with any wreck, even those not from this mod. [*] Experience more challenging Thalamus behavior. [*] Enjoy balanced loot for a better gameplay experience. [/list] [h2]Additional Feature: Movable and Sellable Wrecks[/h2] [img]https://steamuserimages-a.akamaihd.net/ugc/1879704459290740071/EA0525E9004850A539F3E5630511D6209DBADFDA/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] Now, you can repair, relocate, and sell wrecks! Subscribe to the mod by [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2772926011]EvilFactory[/url]. [b]Note: LUA is required for movable wrecks.[/b] Movable Wrecks Not Required but Strongly Recommended Special thanks to FLX#1640 for creating the logo, Jlobblet#0621 for the [url=https://steamcommunity.com/linkfilter/?url=https://github.com/Jlobblet/Sub-Wrecker/]Sub-Wrecker[/url] program, and EvilFactory for their Lua expertise. We also appreciate all the contributors who made this mod possible! [i]Copyright belongs to heheboi (discord name: panmanium). The product can only be published on Steam through an account with the name [url=https://steamcommunity.com/id/legit_hacks/]heheboi[/url] or with my permission. If you wanna order mod, dm me first and then use boosty link in profile later[/i]

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Stations from beyond

Stations from beyond

oleh 76561198031436001

[img]https://i.imgur.com/JtbNQzV.png[/img] [h1] Description [/h1] Are you tired of the monotonous outpost modules? Or do you just want to add some variety to your adventure? This modification expands the number of modules found at stations. There are more than 100 new variations: bars, shops, administrative centers, warehouses, shipyards, passages, docking modules and others. New abandoned modules are included. Minor outpost generation changes have also been added to make the stations slightly larger. [b] Author's note[/b]: I'm not sure about compatibility with other mods due to some of the outpostgenerationparameters.xml settings on the SFB side, as well as the lack of full testing of the mod, so feel free to report bugs to the "bug report" tab. Thanks! We have our discord server now, you can report bugs that you have met in our works and casually chat! Feel free to join: https://discord.gg/TWyXt8Zjqh [img]https://i.imgur.com/d7yKfWi.png[/img] [h1] Описание [/h1] Вам надоели однообразные модули аванпостов? Или вам просто захотелось привнести немного разнообразия в своё приключение? Данная модификация расширяет количество встречаемых на станциях модулей. Имеется более 100 новых вариаций: бары, магазины, административные центры, склады, верфи, переходы, стыковочные модули и прочие. Новые заброшенные модули входят в комплект. Также были добавлены незначительные изменения, касающиеся генерации аванпостов, чтобы сделать станции немного больше. [b]Примечание автора[/b]: я не уверен в совместимости с другими модами из-за некоторых настроек outpostgenerationparameters.xml со стороны SFB, а так же в отсутствии полного тестирования мода, поэтому не стесняйтесь и сообщайте об ошибках во вкладку "Вug report". Спасибо! У нас появился свой discord канал, там можно поделиться своими мыслями и более детально описать баги встреченные в наших работах : https://discord.gg/TWyXt8Zjqh [img]https://i.imgur.com/0yoSIph.png[/img] 描述:你厌倦了单调的前哨模块了吗?或者你只是想给你的冒险增加一些变化? 此修改扩展了在站点上找到的模块数量。有70多种新的变体:酒吧、商店、行政中心、仓库、造船厂、通道、停靠模块和其他。包括新的废弃模块。还增加了小规模的前哨站生成变更,以使该站稍大一些。 作者注:由于SFB端的一些outpostgenerationparameters.xml设置,以及缺乏对mod的全面测试,我不确定是否与其他mod兼容,所以请随时向“bug报告”选项卡报告bug。谢谢 我们现在有我们的discord服务器,你可以报告你在我们的工作中遇到的错误并随意聊天!欢迎加入: https://discord.gg/TWyXt8Zjqh

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Enhanced Armaments

Enhanced Armaments

oleh 76561198260494560

[h1] A Heavily Armed Europa, para bellum. . .[/h1] [img]https://i.imgur.com/l7x856H.png[/img] [b] A large mod primarily focused on the instruments of death, from firearms to chemical and radiological weapons (and the equipment to protect against such instruments).[/b] [img]https://i.imgur.com/m8xFBDw.png[/img] [url https://steamcommunity.com/sharedfiles/filedetails/?id=2976013863] An official expansion is available, Fuel For the Fire [/url] [url https://steamcommunity.com/sharedfiles/filedetails/?id=2962713517] An official Hazardous Reactor patch is available. [/url] [h1]Content:[/h1] [h2]A fully-custom and one-of-a-kind Reloading feature.[/h2] [b]Magazine size and ammo type matters most when it takes a moment or two to swap between them.[/b] Don't worry, this process is automated when you reload normally, and can happen even after the weapon is holstered. [i][b]Lower-grade and bigger weapons take longer to reload to their counterparts.[/b][/i] Take the time to understand your weapon, as knowing where it shines and where it falls could mean life and death. [b]Armed to the teeth[/b] [img]https://i.imgur.com/SzYcBkK.png[/img] A dizzying arsenal developed from (mostly) existing designs to fuel the brutal conflicts shaping out on Europa and have been adapted to work within the harsh new environment they find themselves in. [b]Kitted to the Core:[/b] [img]https://i.imgur.com/yVXH63w.png[/img] [img]https://i.imgur.com/MrGrzxl.png[/img] A large variety of protective clothing and armour vests made to protect against the high calibre cartridges that now exist, their weight however may hamper your close quarters capabilities. [b]Fresh lick of paint[/b] [img]https://i.imgur.com/vvQsXHz.png[/img] All small arms have been resprited and resounded to look more functional and generally more appealing. [b]Renegade Weapons and Gear[/b] [img]https://i.imgur.com/QINH2il.png[/img] The primary armaments of the Jovian Separatists, manufactured when Coalition weapons are unable to be taken or for sparking a flash rebellion. Whilst generally inferior to the Coalition's high quality and precision machined firearms, their ease of manufacturing makes them very popular (and infamous) options for Separatists and pirates alike. [b] Prototype Weaponry[/b] [img]https://i.imgur.com/ejp8B5N.png[/img] Top of the line, very expensive small arms that are tooled to be superior to most options. They require significant skill to handle optimally. [b]Vintage Weaponry[/b] [img]https://i.imgur.com/Yca4Jvb.png[/img] Old or abandoned weapons that have been untouched for many years within shipwrecks either brought from Earth or being from long lost weapon programmes, however are only mostly good for selling or collected for display as a result of near non-existent ammunition. [b]Nuclear Armageddon[/b] [img]https://i.imgur.com/m0EmiRe.png[/img] A vast array of WMDs are available which can obliterate foes apart, [b] and potentially yourself if you're not careful.[/b] [b]Stitching and Stimming[/b] [img]https://i.imgur.com/Cewj2tU.png[/img] A small collection of new medical items are available, for enhancing combat effectiveness and plugging up the nastier holes caused by large calibre weapons more effectively. [b]Dedicated Fabricators[/b] [img]https://i.imgur.com/4M4CaBQ.png[/img] Fabricators used to part balance/de-clutter the normal fabricator whilst being convenient (and likely for more nefarious use without being as easily noticed).[b] No I can't help you if you have no space or are too lazy to do even the most basic of wiring.[/b] [b] Jobgear and NPCset replacements:[/b] Captain and Security job loadouts have been altered, alongside Mechanics and Medics. [b] Abandoned Outpost Warfare: [/b] EHA currently adds 6 new outpost missions, a few of the easier missions being: [b]Pirate Scavenger Removal[/b] "A large group of scavengers have been found in an outpost looking for supplies. Whilst poorly equipped, their numbers may be problematic to deal with. Beheading the top brass of the scavenging operation will easily prevent anyone else from trying in the future." [b]Temporary Pirate Outpost Cleansing[/b] "A group of pirates have been found in an outpost looking for a place to set up their operations. Removing them from the outpost would be ideal." [b]Rogue Coalition Cleansing[/b] "A group of rogue Coalition members have been located at an outpost, likely departing from the Coalition to begin illegal item trafficking or other nefarious practices. Killing the leader alongside their men will be beneficial for both the Coalition and the Separatists." [h1]Credits:[/h1] [b] Primary Contributors [/b] Miles: Being the QA tester since the first inception of my mod (bro goes back to November 2021) SGT.Shorty: A significant portion of sprites and resprites (Renegade Special Rig, some Uniforms, Fractal Weapons, Combat Hardsuit), as well as taking up the torch. Dilopho-Mos & Lobotomite: Spriters [b] Spritework and other things [/b] Bohemia Interactive: For a lot of things, including weapon & armour sprites & sounds Battlestate Games: Various SFX Leo Varas: Original maker of Yui & Liv Spec Ops characters (Infiltrator and Vanguard helmets)

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Wreck Locator

Wreck Locator

oleh 76561198096048135

[h3]Feature[/h3] When there's a wreck in 1000m range, you will receive its "SOS" signal on your sonar monitor. This doesn't require starting a new campaign to make an effect. [h3]Note[/h3] Shipwrecks may not be located in the following cases: 1.The shipwreck has no container tagged as "wreckreactorcab". In other words, vanilla shuttle wreck or mod wrecks may not be located. 2.The container tagged as"wreckreactorcab" is filled with other items. There's no space for the rescue beacon to spawn. This can be caused by massive mods that spawn too many items occupying the space.

226,350 unduhan Detail →
[Legacy] EK | Dockyard

[Legacy] EK | Dockyard

oleh 76561198059085511

[h1][b]Do not send 'community awards'.[/b][/h1] Until the new system is fixed, there is no point in sending awards to community items. [h1]Sub-building pack which introduces a bunch of new structures and functional machines to build submarines or roleplay maps with.[/h1] [list][*]Diesel Generator Variants [*]Reactor Variants [*]WIP Fusion Reactor [*]Thruster Engine Variants [*]Submarine Hull Door Variants [*]Maintenance Panel Door Variants [*]Large Windowed Door [*]Blast Doors [*]Windowed Hatch [*]Medium Ducts Variants [*]Shuttle Hull Hatches [*]Shuttle Hull Ducts [*]Improved Glass [*]Advanced Lamp Variants [*]Lazy Navigation-Console Variants [*]Small Advanced Camera [*]Wider Searchlights [*]Custom Labels [*]Sprinkler [*]Docking Port Variants [*]Cargo Compartments [*]Secure Diving Suit Locker [*]Environmental Effects [/list] [h1]Basic Implementation Example of Dynamic-Fins and Fixed-Thrusters[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=2618570678 [h1]Due to changes in the steam workshop installation system, update bugs may need to be solved by deleting the content folders located at: Steam\Steamapps\workshop\content\602960\2390137099 and: Appdata\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2390137099[/h1] [u]It might still just decide to not work anyways - the workshop rework is still unpolished - refer to issue:[/u][b][url=https://github.com/Regalis11/Barotrauma/issues/8874] Github #8874 [/url][/b]

154,408 unduhan Detail →
Real Sonar

Real Sonar

oleh 76561198293871161

[b]Warning: This mod can contain flashing lights and loud sounds. If you have photosensitive epilepsy or are sensitive to high-frequency sounds, do not use this mod.[/b] [h1]Sonar can now kill you.[/h1] Based on real-life military submarine sonar, this mod overhauls the in-game sonar system to make it more dangerous and challenging to manage. [b]Crewmates[/b] - will need to be more aware of their surroundings, stay away from hull breaches while the sonar is active, and wear an anechoic suit to enter the deadly echo chambers known as ballast tanks. [b]Captains[/b] - will have to be extremely careful with their use of active sonar, be constantly aware of crew positions, and communicate when it's safe to do repairs or go outside. Adding to the captain's decision-making and skill ceiling, sonar can now be utilized in new play-styles as a tool to fight off creatures, with the caveat of potentially drawing the attention of more or causing severe injury to the crew if there's a surprise hull breach. Active sonar now sounds different for each player, depending on their situation, distance, and level of protection. It might sound nice inside the submarine, but I wouldn't recommend stepping outside to get a better listen. [h1]Some real-life context:[/h1] When submerged, a submarine's active sonar can reach volumes of 235db, which is 724x louder and 3.16 billion times the intensity of a jet engine. This makes active sonar one of the loudest man-made sounds in existence, almost exceeding a nuclear explosion in the air. Underwater exposure to a single nearby sonar ping could cause severe internal damage, rupture organs, and even melt your brain. [h1]What does this mod do?[/h1] • Fresh UI and sounds for the Nav Terminal, Sonar Monitor, and Shuttle Terminal • Active sonar that damages nearby submerged humans and creatures • [Lua] Directional sonar focuses the pressure waves in one area for amplified damage • A new sound system, allowing sonar pings to sound different for each player • 373 total custom sound effects • 326 different sonar pings, made by audio engineers @Lightness and @S0lver • 28 human sound effects, voiced by Rirr and Kablecart • 12 horrific and creative new afflictions to represent the injuries from active sonar • 12 custom injury overlays for visual feedback • 3 unique medical treatments to treat injuries and cause lethal "accidents" • A new sonar-protective diving suit that absorbs sound, hiding players on the radar. By Rirr • [Lua] A new AI system for bots to make them behave intelligently around active sonar • [Lua] Smart hull detection for calculating how sonar travels through gaps in the submarine • A new craftable tablet that lets the captain remotely control the sonar and engines • [Lua] Enemy submarines that will periodically toggle their active sonar • [CL Lua] A custom in-game menu for customizing the mod • Adjusted sonar ranges Bonus: check out M's [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3172965454]Immersive Sonar UI[/url] mod for a different style UI! [h1]Requirements[/h1] Strictly speaking, there are no hard requirements. However, some features from the above list (tagged with [Lua]) require server-side Lua, or client-side Lua if playing offline. [h1]Compatibility[/h1] Real Sonar is compatible with the vast majority of mods, including Neurotrauma. A small list of mods with compatibility issues can be found on this [url=https://t.ly/0Fm8Q]Google Doc[/url] [h1]FAQ[/h1] [b]Q: How do I activate beacon stations with this mod?[/b] Beacon stations do less damage and have shorter range than a standard sonar system. Still, wearing the new anechoic diving suit and aiming the station's sonar away from your exit path is recommended. An anechoic suit can be bought or crafted using a standard diving suit, titanium-aluminum alloy, and six rubber, which can all be obtained by deconstructing or stealing at the start of the game. [b]Q: Can I modify the sonar damage or other aspects of the mod?[/b] Yes. The mod is fully configurable via the in-game Real Sonar settings menu. [b]Q: Where can I find the in-game settings menu?[/b] The in-game settings menu requires client-side Lua to access. Once installed, you can find the Real Sonar settings button at the [url=https://imgur.com/a/gsBapNx]bottom of the pause menu.[/url]. [b]Q: Am I supposed to take damage from sonar in the ballast tank?[/b] Yes and no. Without Lua, this is the default behaviour. Lua is required to accurately determine if a player is in reach of an active sonar and not just in a body of water. [b]Q: How does this mod play with bots?[/b] Yes. Bots will know when a nearby sonar system is active and try to avoid submerged hull breaches until it is safe. They will still repair these breaches, but only if they can access an anechoic suit for protection. The bots will communicate these scenarios (and more) over the radio in chat. On the medical side, bots can apply all the new treatments to cure sonar afflictions with no problems. [b]Q: Does active sonar hurt creatures?[/b] Yes. Active sonar does varying amounts of damage to all life forms depending on their distance from the terminal. However, because fish are more hydrodynamic and don't have air-filled cavities like humans, they are far less affected by the sonar's pressure waves and, therefore, take much less damage. [b]Q: Can I enable this mod in an already-active campaign?[/b] The short answer is yes. However, the sonar-related medical items and diving suit won't spawn in the world or be available in shops, meaning you will have to craft them. [b]Q: Why isn't the mod working for me? The sonar still behaves like vanilla.[/b] This means another mod is overriding the navigation terminal, or you're using a custom sub with its own type of terminal. Try putting Real Sonar at the top of your load order. If that doesn't help, see the last answer about adding custom sonar terminals. [b]Q: Does load order matter?[/b] Generally speaking, no. The only exception being XML mods that override sonar terminals in command.xml (usually sonar UI/sound replacement mods). Put Real Sonar above these. [b]Q: How do I treat the afflictions in this mod?[/b] There's a table of all the afflictions and their treatments [url=https://steamcommunity.com/workshop/filedetails/discussion/2936760984/3780247517068715489/]here![/url] [b]Q: How do I add/edit diving suit protections?[/b] If server-side Lua is enabled, then all vanilla diving suits already have some built-in protection. Note that the protection modifier isn't visible when hovering over the item because it's applied using Lua rather than overriding the item itself. These values can all be edited through the in-game menu. For an example of adding a custom diving suit, see [url=https://steamcommunity.com/workshop/filedetails/discussion/2936760984/3780247517052705016/?ctp=14#c591759644586728727]this comment[/url], and the below gif that shows a very similar process. Inputs: Damage multiplier: 0.0-1.0, with 1 being 100% protection. If "anechoic" is set to true, the suit will play muffled pings, disable visual impacts, and be prioritized by bots for hull breaches. [b]Q: How do I add sonar terminals?[/b] Enable "Custom Sonar", then add the terminal ID like so: [img]https://i.imgur.com/vVotWNh.gif[/img] Wondering how to find the terminal ID? See the comment linked in the above answer. Inputs: Damage: can be "high", "medium", or "low". Sounds: can be "default", "shuttle", or "beacon". Note: if you still hear the old ping sound, enable "Low Latency Mode". [h1]Support me[/h1] If you feel that my mods have meaningfully improved your Barotrauma experience or you just like what I do, you're welcome to contribute to my insomnia by buying me a coffee on [url=https://ko-fi.com/plag]ko-fi.[/url] Thank you. [img]https://i.imgur.com/ANPaTH2.gif[/img]

211,835 unduhan Detail →
ADV Beacon Stations

ADV Beacon Stations

oleh 76561198302202759

[img]https://i.ibb.co/0cSjwgB/title.png[/img] This is a pack of 54* beacon stations for more variety. It adds new stations in addition to the original ones. You can use it with other mods without problems. You can play it in campaign mode (solo & multi) even if you have already started it and in all other game modes. Report bugs [url=https://steamcommunity.com/workshop/filedetails/discussion/2544952900/3042731710364499757/][b][u]>>> here <<<[/u][/b][/url]. To activate them the principle remains the same: repair the hull and the equipment, rewire if necessary, restore the current, pump the water and activate the sonar. [img]https://i.ibb.co/BCmqDNt/manual.png[/img] [b]WARNING ![/b] The mines around [u]ADVBS-037[/u] and [u]ADVBS-041[/u] will explode if you get to close, be very careful.                                                   [img]https://i.ibb.co/fSzRTfn/Barotrauma-2024-08-21-17-28-2.gif[/img] Feel free to leave a comment, put a thumbs-up if you like it. See you in the depths of Europa. [img]https://i.ibb.co/YNXGymm/wires.png[/img]

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Soundproof Walls 2.0

Soundproof Walls 2.0

oleh 76561198293871161

[h1][i]"Did you hear that?"[/i][/h1] Soundproof Walls 2.0 is a complete audio system overhaul for Barotrauma that enhances the impact, horror, and atmosphere of the original soundscape by adding realistic effects and unique sound-based mechanics, all with the ultimate goal of making sound more interesting and immersive. [h1]Recent update highlights[/h1] [i]v2.2.2[/i] [b]• Hear the air rushing past you when falling[/b] [i]v2.2.0[/i] [b]• Hear players on the radio and in local chat at the same time[/b] [b]• Listen to your voice echo off the walls[/b] [i]v2.1.0[/i] [b]• Doppler Effect[/b] [b]• Better reverb with raycasting[/b] [i]See the patch notes for details![/i] [h1]Features[/h1] [b]• Dynamic Muffling[/b] Sounds and voices are dynamically low-passed based on how many obstructions are in the way. On the far end of the sub, you might not even notice that something's wrong until the lights go out. [b]• Simulated Reverb[/b] Sounds and voices echo realistically based on amplitude and room dimensions. Outside the submarine, loud sounds can be heard scattering for miles as their soundwaves bounce off the frozen walls of Europa. [b]• Powerful Distortion[/b] Gun shots and explosions crack sharply in the air, and rumble deeply in the water. [b]• Sidechain Compression[/b] Gun shots and explosions hit harder, drowning out quieter sounds for a wider dynamic range. [b]• Sound Occlusion[/b] Sounds and voices are influenced by the shape of the environment, losing clarity when obstructed. [b]• Realistic Distance Falloff[/b] Volume falloff is now dependent on the path travelled to reach the player's ears, allowing sounds to get lost in the twists and turns of the sub. [b]• Immersive Proximity Chat[/b] Voices carry further the louder you scream. The cries of drowning players are distorted in a sea of bubbles. And your broken radio makes frantic communication difficult to understand (note: some of these features are disabled by default). [b]• The Doppler Effect[/b] The pitch of sounds and voices shift based on their relative velocity, influenced by the speed of sound in both air and water. [b]• New Mechanic: Eavesdropping[/b] Press your head against a door and listen to the sounds within. Spy on your friends, identify potential threats, or check how flooded a room is. [b]• New Mechanic: Hydrophone Monitoring[/b] Listen through the submarine's passive sonar microphones to manually inspect the surrounding ocean for danger without using active sonar. Learn how to identify different creatures and unlock a stealthy new playstyle. [h1]Requirements[/h1] This mod requires [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2559634234]LuaCsForBarotrauma[/url] to be installed client-side for ALL players. [b]This is different from just subscribing and enabling it.[/b] Follow the custom installation instructions on the workshop page. [h1]Usage[/h1] Once in game, verify the mod is running by opening the console (F3) and finding the initialization message: "Finished loading Soundproof Walls v2.x". If you don't see it, review the above requirements. Access the settings menu by pressing escape and clicking the "Soundproof Walls 2.x" button, or by typing "spw" in the console. While the default settings are okay, it is HIGHLY recommended that you visit the Configuration Guide discussion to get the most out of the mod. When hosting a multiplayer session, your settings are automatically synced with other players, including any changes applied in the menu. The same goes for dedicated servers, there are no extra steps. If you like getting your hands dirty, the settings menu makes it easy to add and mix your own sounds via the "Custom Sounds" list in the Advanced tab. You may find this necessary for applying distortion and sidechaining to modded sounds, as Soundproof Walls only applies those particular effects to vanilla filenames. If you want to share your mix with more players, Soundproof Walls allows you to save and publish your "Custom Sounds" list as standalone patch on the Steam workshop. For instructions on how to do this, see the Mixing Patches discussion. [h1]FAQ[/h1] [b]Q: How much of a performance impact does this mod have?[/b] Effectively zero. You can benchmark your system by enabling the "Show Performance" option (Advanced tab). [b]Q: Is this mod safe to use in an active campaign?[/b] Yes. Soundproof Walls does not modify persistent data and can be added or removed from a campaign without issues. [b]Q: Is this mod compatible with X?[/b] Yes. Soundproof Walls runs as an extension of the vanilla game, making it compatible with 100% of XML-based mods and all currently known Lua/Cs mods. [b]Q: Does load order matter?[/b] No. Soundproof Walls does not add or override any content files; therefore its load order is irrelevant. [b]Q: I'm experiencing a bug, what do I do?[/b] See the Report Bugs discussion for guidance. [h1]About the project[/h1] Soundproof Walls 2.0 is written in Barotrauma's native language of C# and takes advantage of the OpenAL Soft audio engine packaged with the game to apply dynamic muffling, reverb, and distortion. For technical details, you can find the project and its code, with build instructions, on [url=https://github.com/Plag0/Soundproof-Walls]GitHub.[/url] Development on Soundproof Walls started in October 2023 with the simple goal of making the vanilla muffle effect stronger, I thought it would probably take me a few days, provided I didn't add any extra stuff. February 2024, four months later. Soundproof Walls 1.0 was finished. Needless to say, I added some extra stuff - and maybe it was worth it. The mod was well received, quickly becoming one of the most popular mods on the workshop. Not long after, the developers of Barotrauma changed their lowpass frequency from 1600Hz to 600Hz. Big success. I came back and updated the mod a few times to add requested features or fix bugs - there were a few I couldn't fix, but generally I was comfortable leaving the mod in that state. Until, in January 2025, I began working on a currently unreleased project, also sound related, and reached a stage where mutual compatibility with Soundproof Walls was needed. So, I reopened the project file and almost immediately ran into issues with its structure. I needed to clean it up a little bit before I could return to my other project. I thought it would probably just take me a few days, after all, I had no plans of adding new stuff. September 2025. Soundproof Walls 2.0 is released. The last eight months have been a blur and I honestly struggle to recount the exact process I went through when building this mod, but it felt like every time I finished something, I found a better way to do it, and just wanted to start over. In short, I ended up rewriting the entire mod, originally around 4,000 LOC, added what I thought would be a few nice bonus features, and somehow ended up with over 15,000 LOC. It's weird, before I started modding Barotrauma, I had about 80 hours playtime. I haven't really played the game since then, but when I hover Barotrauma on Steam it says I have 2,100. [h1]Support me[/h1] If you feel that my mods have meaningfully improved your Barotrauma experience or you just like what I do, you're welcome to contribute to my insomnia by buying me a coffee on [url=https://ko-fi.com/plag]Ko-fi.[/url] [img]https://i.imgur.com/ANPaTH2.gif[/img]

223,001 unduhan Detail →
[DEPRECATED] Barotraumatic Creature Pack

[DEPRECATED] Barotraumatic Creature Pack

oleh 76561198856548225

[h1] [b][u]Attention![/u][/b][/h1] This is now part of Barotrumatic fully and will no longer be Updated/Needed If you have recently updated the mod and experience errors such as unable to join server with the current version and being prompted to download the mod, missing files in console, mod unable to be loaded due to errors and red in mod loader. Then it is highly likely your mod installation is corrupted. To fix this go to the ingame mod manage and find the mod in the list, right click the mod and select "View Details" and in the mod details page there is a button in the upper right hand corner labelled reinstall. Hit this button and the mod will be reinstalled in both the workshop and staging folder. This should almost any issue you have with the mod. If that doesn't work you will have to go to usually your C:\ drive and \AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\(Mod ID) and manually delete the mod from this staging folder that is separate from your workshop mods folder in steam/steamlibary. If you are still having issues verify the integrity of your installation including by right clicking Barotrauma in your Libary and selecting Properties -> Installed Files -> Verify Intergrity It is HIGHLY recomended to install and use Performance Fix by Evil Factory and have it configured while playing BaroTraumatic with these creature mods! [h1] [b][u]Features[/u][/b][/h1] This is my WIP mod to help fix old creature mods that have been abandoned by their creators, improve some creatures from other mods. and this also features my new creatures that I will be adding in on this mod. There are as of August 2025 roughly 258+ Creatures in this pack, some of them are common in many biomes and some are rare, insidious and might not be seen in a playthrough. So you might encounter something you have never seen before as your play style or mission types change and you explore the abyss more frequently or cave dive. Not everything is totally hostile and there are several neutral or passive aggressive creatures. There is also no guide or wiki to hold your hand in this journey, you are on your own and only have the unreliable Zee stories of your other submariners to go on in many cases. [h1] [b][u]Installing![/u][/b][/h1] Install the following mods in this order: Barotraumatic Barotraumatic Creature Pack Do Not use any other creature pack or creature modification with this including Let Them All in or Megalaphobia. In the case of Let Them All in the larger and abyss monsters that can partially enter the hull will enter hull spaces but the portions hanging outside the submarine can not be shot as they cannot exist outside and inside at the same time due to a engine limitation. This mod no longer requires the Improved Huskmod, though it may optionally be added, though it is not supported. This mod is NOT compatible with any overrides to vanilla creatures or any of the older legacy Barotraumatic packs. This mod IS compatible Dynamic Europa and should be fine with other similar level overhaul mods like More Level Content [h1][b][u]Other Creations[/u][/b][/h1] Want to glow? [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2547888957][b][u]Hazardous Reactor[/u][/b][/url] Missing a shelf or junction box? [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2499918466][b][u]BaroCraftables[/u][/b][/url] My [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2532991202][b][u]Dynamic Europa[/u][/b][/url] Map and Locationtype Overhaul [i][b]Join our Discord for daily updates![/b][/i] https://discord.gg/GJqU4QrxC7 [h1] [b][u]CREDITS![/u][/b][/h1] Give massive credit to Dr. Laserman, Ledoux, SOFA (SOFA Creatures), NANO Dragoon, Morphine (MN Creatures), CrusaderofLight (Creatures of the Depths), Выживатор (Survivator), Tina (Extended Monsters), RAVLVS SZAMPERSZAN (XanMonsters), BarsikKT (Entropy), Derkom (Monster Pack Test), Hamsterlord (Larocrits and Hamsterpack), Stormtrooper (ЭИК Ребаланс), DigitalVagrant, Marc, Nilanth, Ok, Ninja Scout, LordFrith, Denkvi (ЭИК Ребаланс), El Presidente, Terminal, Uberpendragon, Rozkurwiacz Czaszek, Evergreen, washedawry, Hasenhor, generalusername, and Senhor for the scarely uncanny creature sprites that they made and coming up with great advice. Go check them out! Big Thanks to Draconis13, SeaverBeaver, Panman, and Sydwad for the advices! [h1] [b][u]If you are typing up a complaint the mod wont work for you after an update read the Attention section at the top of description![/u][/b][/h1]

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Movable and Sellable Wrecks

Movable and Sellable Wrecks

oleh 76561198067985351

[h1]Movable and Sellable Wrecks[/h1] This mod introduces the capability to move and sell wrecks from any mod, including the base game. It also provides a heavy industrial hook for lifting wrecks in situations where you lack a lower docking port or the wreck isn't recoverable! To sell a wreck, simply bring it to the end of the level, as close to the transition marker as possible. When the wreck enters the sales zone, you'll receive a chat message confirming the successful sale, and then you can release the wreck. These actions will reward you and your entire sub's crew with experience for talents and money in the next round. [img]https://steamuserimages-a.akamaihd.net/ugc/1879704459290740071/EA0525E9004850A539F3E5630511D6209DBADFDA/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] Please note that certain parts of wrecks, such as shuttles and some other components, may not be available for sale (e.g., Solitude drones). [u]For singleplayer mode, a client-side Lua is required.[/u] [u]In multiplayer, both server-side and client-side Lua are mandatory, and all players must have Client-Side Lua installed to prevent wreck position desynchronization issues.[/u] [hr][/hr] [h2]How to Install Client-Side Lua[/h2] [h3]Windows Installation:[/h3] [olist] [*] Subscribe to Lua For Barotrauma. [*] In the mods menu, enable LuaForBarotrauma. [*] Set ServerExecutable to match the LuaForBarotrauma executable. [*] Launch the in-game server. [*] In the lobby, open the console window (typically 'F3'). [*] Type or copy and execute the console command: [code]install_cl_lua[/code]. [*] Restart the game. [/olist] [h3]Linux/Mac Installation:[/h3] For manual installation of LuaForBarotrauma on Linux or Mac, please follow the instructions [url=https://evilfactory.github.io/LuaCsForBarotrauma/lua-docs/manual/installing-lua-for-barotrauma-manually/]here[/url]. [hr][/hr] Designed to complement [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2184257427]New Wrecks For Barotrauma[/url].

177,356 unduhan Detail →
Dont Open Debug Console On Errors

Dont Open Debug Console On Errors

oleh 76561198067985351

This is the stupidest mod i've ever made, but it's here, quite self explanatory, stops debug console from opening on errors while playing. Requires Client-Side Lua for it to work. How to install Client-Side Lua: https://www.youtube.com/watch?v=wEeJ70vH1TM

188,238 unduhan Detail →
Backpacks

Backpacks

oleh 76561198335391165

[b]Hello there ![/b] [b]This mod add 8 different backpacks :[/b] - Backpack : 15 slots (regular items) - Heavy Backpack : 3 slots (large items) + 3 slots (for toolbelt and similar) + 3 slots (regular items) - Medical Backpack : 8 slots + 16 slots (medical items) + Boost to medical skill - Power-Backpack : 3 slots (refill batteries) + 9 slots (regular items) + Integrated Lights - Oxy.Gen Backpack : 2 slots (refill O² tanks) + 2 slots (regular items) + Integrated Rebreather - Shield Backpack : Using a battery cell, a fulgurium battery cell or an alien power cell will grant you a personal shield protecting you from damage, radiation and water pressure - Techno-Backpack : 9 slots + Integrated Sonar and Sub's map - Xeno-Backpack : Putting any damaged or used item in it will gradually restore its condition, but at a cost... [b]But it also add :[/b] - Medipack : 6 slots (medical items) - Ammopack : 6 slots (ammunitions) - Heavy Crates : 10 slots (To transport heavy stuff like alien artifact ship's ammo, diving suit etc.) - Tactical Body Armor : The fusion between the bandolier and the body armor, 4 slots - Deep Diving Operation Suit (DDOS) : A powerful deep diving suit with an integrated backpack, scooter and strong plating [b]The Weight / Encombrance system :[/b] Unlike the previous version of it, now adding more items in your backpacks will gradualy slow you down. So filling a heavy backpack to the brim and wearing it will slow you immensly. Also, when a backpack is equiped your maximum speed will be locked to 1.0 (the default human speed on ground) so using perks or drugs to zoom like a mad man with a full backpack is no longer possible : at best you will move normally. [b]I am always open to feedbacks and suggestion, especially about balancing issues. Indeed making a QOL mod about more storage is quite difficult to balance right.[/b]

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[VH] The Iroh

[VH] The Iroh

oleh 76561198018801220

[i] [b]Valhalla Shipyards™ is proud to present its new flagship, The Iroh. This all-purpose technological wonder is well equipped to face any danger presented by the seas of Europa, while leaving space for customization to progress with its crew.[/b] [/i] [h1][i]NOTE: The Iroh is 100% vanilla. All the features below are made with in-game gimmicks, no additional mods are required.[/i][/h1] [h1]Notable Features [/h1] [b]Magnetic Shielding[/b] The latest technology from Valhalla Shipyards, the magnetic shielding allows the crew to leave and enter the ship effortlessly, while keeping hostile seas out. The magnetic shield can be deactivated - both from its room and from the Navigation Terminal - to flood the cargo room, allowing for faster descent speeds. [img]https://media0.giphy.com/media/ZRQD0bqWCBv1pLH8V3/giphy.gif?cid=790b76110efadf809e950d5c91e92467738ad798df00915d&rid=giphy.gif&ct=g[/img] [b]High Tech elements[/b] The Iroh is vessel to some of the most advanced technologies on Europa. This is reflected on both its interior and exterior design. [img]https://media0.giphy.com/media/KqoSHtn4x3C8KRg6J5/giphy.gif?cid=790b7611f29356de89eade0aa02cbd8ab1b9ba3fe7f6ee68&rid=giphy.gif&ct=g[/img] [b]Safe Room[/b] Positioned in the heart of the ship, this double plated, independent room is the safest place on the ship, allowing for safe transport of VIPs. It can only be locked and unlocked by members of the crew. [img]https://media3.giphy.com/media/HdlacckXwq5fSST7o9/giphy.gif?cid=790b761140a23f56d054d8bcc9315b16ac044409fa98e1e7&rid=giphy.gif&ct=g[/img] [b]Mug heater[/b] To keep you warm on the coldest jovian moon. [img]https://media4.giphy.com/media/wwW5EsueXPxeqdzhnF/giphy.gif?cid=790b76116c89118819737eb5accbe50b5975212c3ace6e78&rid=giphy.gif&ct=g[/img] [h1]Other Features [/h1] [list] [*] [b]Public and Restricted lockers[/b], allows the medic and security teams to choose what equipment the crew can access, and what is restricted to their class. Fair warning though, the captain can access all cabinets on board - so hide your contraband. [*] [b]Thoroughly decorated rooms[/b], presenting a high tech look; [*] [b]Bunk beds[/b] with personal containers, assignable through the small terminal in the Crew Quarters. [*] [b]Ballast Flora mode[/b], toggleable both from the ballast and the navigation room - drains the ballast and allows for the crew to efficiently take care of any ballast flora infection. Fair warning, confined rooms and fire do not mix well. [*] [b]Day counter[/b] on the navigation terminal, to know how long has passed since you began your journey; [*] [b]Custom auto-doors[/b] - which open and close automatically in normal situations, and lock when in contact with water, to prevent flooding the entire ship. Once locked, they can be manually opened with the buttons on the side. [*] [b]Emergency battery[/b], toggleable from the engine room; [*] [b]All crafting stations[/b] - Fabricator, Deconstructor and Medical Fabricator; [*] [b]Mess Hall[/b], with a terminal to inscribe the names of the fallen crewmates, and a container to store their ID cards and personal belongings. [*] [b]Captain's log[/b], to inscribe your journeys for posterity; [*] [b]Gunners' tally[/b] on the gunnery terminal, to keep track of how many sea creatures you have defeated - remember, it doesn't matter how big it is, it still only counts as one; [*] [b]Artifact Room[/b], to safely transport alien artifacts; [/list] [h1]Weaponry [/h1] <All weapons on this ship are swappable at outposts> [list][*] [b]2 Pulse Lasers[/b] - 1 topside, 1 side bottom; [*] [b]2 Chain Guns[/b] - 1 topside, 1 side bottom; [*] [b]1 internal Pulse Laser[/b] - positioned inside the cargo room, usable from the navigation room. Useful for alien stowaways; [*] [b]1 Depth Charge launcher[/b]; [*] [b]1 Discharge Coil[/b] protecting the front of the ship; [*] [b]5 Searchlights[/b] that can be used from the navigation room (click to switch to the next searchlight); [*] Ammo storage for standard ammo boxes and railgun shells;[/list] [h1]General stats[/h1] [list][*]Scout, Tier III; [*] 52x11m; [*] 17 km/h vertical speed - descent speed can be increased by deactivating the Magnetic Shield; [*] 22 km/h horizontal speed; [*] Recomended crew of 3-6, of any skill level;[/list] [i]The Iroh was built for campaigns, with plenty of room for upgrades to grow as the campaign advances. Of course it's still a viable ship in random one-shot multiplayer matches too. It took a long time to build, and the decorative side took most of it, but I feel like the result is a worthwile ship with enough gimmicks and custom features to be fresh and interesting. It's worth mentioning that it should be a lighter load on the pc than my previous ship, The Stoick, as I think I've managed active lights and heavy circuits better, and in smaller numbers. Again, the great guys in the Official Barotrauma Discord Server helped me through a lot of problems and I'm very thankful to them. [h1]Feel free to comment any suggestion, and please report any ship-related bug you might encounter in the dedicated Bug Reporting Thread, down below.[/h1] Per aspera, ad astra. [/i]

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