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Mod & Plugin Barotrauma
Duffelbag Locator(遗物袋信号)
oleh 76561198247192572
Duffelbags show on sonar with red flashing light. Delete button: removes bag + all contents. Delete bag only: removes the bag, leaves contents behind (battlefield cleanup). Toggle signal/light off:~ Fixed the corpse‑inventory bug where items couldn't fit into a Duffelbag and would vanish.
Decotrauma - Engine Edition
oleh 76561197992632066
Decotrauma - Engine Edition Introducing Decotrauma's newest addition: our remarkable submarine engines. Crafted with meticulous precision, these engines offer a remarkable boost to your underwater adventures. With their reliable performance and versatile design, they seamlessly integrate into your submarine, empowering you to navigate the depths with confidence and ease. Choose from our range of engine styles and sizes to customize your vessel according to your unique preferences. Subscribe now to Decotrauma's engine assembly and unlock a world of limitless creativity on your submarine building projects, propelled by the power and reliability of our exceptional submarine engines! What's Included 100% Vanilla Assemblies Over 50 engines - 16 Small Engines - 8 Medium Engines - 20 Large Engines - 6 Extra Large Engines - 9 Extras, Propellers and Combustion Effects How to Use Its an assembly, so you can find it under "Item Assembly" tab after activating it in the mods menu. After placing the assembly inside the Submarine Editor, you can then pick out the ones you like! Join us on Discord! If you would like to contribute to this or any future projects by Decotrauma, or simply keep up with our progress, we invite you to join our Discord server! Check the Rest of Our Collection! We have a collection for Antennas as well! Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=2970863724 And Terminals https://steamcommunity.com/sharedfiles/filedetails/?id=2995101411 Reactors https://steamcommunity.com/sharedfiles/filedetails/?id=2995541550 Kitchens & Messhalls https://steamcommunity.com/sharedfiles/filedetails/?id=3050759307 Fabricators: https://steamcommunity.com/sharedfiles/filedetails/?id=3260667221
Baroverhaul Enhanced Reactors Patch
oleh 76561198041235727
LOAD ORDER IS IMPORTANT WORKS FOR ONLY THE STANDARD VERSION OF BAROVERHAUL From top to bottom - Baroverhaul Enhanced Reactors Patch - Enhanced Reactors - Baroverhaul
[AP] Ochakov
oleh 76561198031436001
One of the variants of multipurpose "Vodyanoy" shuttle class. Being in operation by large amount of teams, it is impossible to determine the exact model in this instance. One of the main differences between "Ochakov" (current name) are 2 coil guns of compact size, which determined the further fate of the ship. Although it does not have a reactor, at the moment it is a full-fledged patrol and interception vessel, all thanks to the modern type of makeshift batteries. ═════════════════════════════════════════════ Одна из разновидностей многоцелевого челнока класса "Водяной". Побывав в эксплуатации большого количества команд, определить модель данного экземпляра не представляется возможным. Одно из основных отличий "Очакова" (текущее название) это 2 магнитных орудия компактных размеров, которые и определили дальнейшую судьбу судна. Хоть и не имея реактора, на данный момент является полноценным судном патрулирования и перехвата, всё благодаря современному типу батарей кустарной модели. ═════════════════════════════════════════════ Original submarine link: https://steamcommunity.com/sharedfiles/filedetails/?id=2078963653&searchtext=vodyanoy
Accordion Free Bird solo
oleh 76561198142827651
Changes the accordion to play the free bird solo from this video: https://www.youtube.com/watch?v=ai0F14F4wuE Free bird harmonica: https://steamcommunity.com/sharedfiles/filedetails/?id=2903734381
Revenant
oleh 76561198005788901
DISCLAIMER: this sub can be VERY taxing on your system. Expect low FPSs, especially with bots. Included in the package is a lite version ("Revenant - L") with a less demanding amount of components. Description The Revenant is an immense battleship that acts as mobile command centre and shipyard. Armed to the teeth with a number of weapon systems, including a battery of five railguns and 2 Barracuda II corvettes, this sub is capable of making short work of even abyss creatures. Due to its massive size, however, only a numerous and well organized crew will manage to fully realize this sub's potential. Properties Designation: Tier III Attack (Leviathan Class Mobile Command Centre & Shipyard) Cost: 64000 Marks Size: 121x44 m Recommended Crew Size: 16 - 32 Cargo: 100 crates Armaments: 7 coilguns, 3 railguns, 1 5xRailgun Battery, 4 depth charge launchers (loaded with explosives), 5 EDCs, 1 hardpoint, 2 heavy hardpoints 2x Barracuda IIs Mobility: Very low Max Forward Speed: 11 Km/h Max Descent Speed: 11 Km/h Crafting Facilities: 2xFabricators, 2xDeconstructors, Medical fabricator, Research station How to play This titanic submarine functions as a mobile base for coalition forces: capable of dealing with several abyss creatures in a row (or at once), it's used to establish forward outposts in highly hostile enviroments. The on board shipyard is equipped to build and maintain smaller vessels (such as Barracuda IIs) while the heavy armaments available can put an incredible amount of firepower against any foe. The design of the Revenant is simple in nature: a self-sufficient and heavily fortified command section sits in the middle of the vessel, capable of controlling access points and special functions; other sections are built in a similar self-sufficient manner, all powered by high capacity battery arrays, each connected to 2 high efficiency reactors; forward movement is provided by 4 large engines while ascent and descent are governed by 7 pumps in the 2 massive ballast tanks. Each section can be entered through a set of double blast doors which are normally opened and closed via the adjacent buttons. Should the captain deem it necessary, blast doors can be sealed shut on command, preventing normal passage. The 2 ballasts come with a handy draining function that shuts down the pumps once they finish working; this feature can be requested from the respective crews by sending a signal to command. Other functions exclusive to command include (but are not limited to): docking and undocking vessels at the hangar, opening and closing airlocks, toggling automatic discharge coils around the sub, disabling secondary sonar systems. Author's notes As it stands, the biggest problem many people may have with this sub is performance, since the massive amount of components used can lag many systems. I have included a lite version stripped of shadow casting lights (except one! No idea where it is), emergency and outside lights and auto-door logic, which should help with FPS. Long story short, the Revenant requires a good chain of command and a numerous crew. As a captain, you are more or less supposed to stay in command the entire time (unless you trust your crew and/or you have a trusted member with you); from there you have control over most functions of the ship. Should the situation require it, you can even check the cameras set in almost every room. Note: you can check specific cameras by setting the correct number on the relative terminal, however, due to the way it's set up, you should set the number BEFORE the one you want to use, and then click while using the periscope to update to the desired one. Be wary of multiplayer lag, as it may skip certain cameras. Other subs I've made: Katyusha 34 Battlecruiser Arclite Brawler Sub Scrapper Junkyard Sub Gunnarsson MS1 Modular Gunship LB-99 Heavy Shuttle Silhouette Light Patrol King Layne Mining Cruiser Samaritan Mining Freighter My Barotrauma Workshop
Robotrauma Remake + Neurotrauma (Transference Patch)
oleh 76561198196761497
- Robotrauma Remake + Neurotrauma (Transference Patch) - Neurotrauma - NT Cybernetics Enhanced - Robotrauma Remake If you're using the NT Surgery Plus mod, you must load it first. Then load Robotrauma Remake + Neurotrauma (Transference Patch) right below it. Your load order should look like this: - NT Surgery Plus - Robotrauma Remake + Neurotrauma (Transference Patch) - Neurotrauma - NT Cybernetics Enhanced - Robotrauma Remake If the "Robotrauma Remake + Neurotrauma (Transference Patch)" is placed above "NT Surgery Plus", the game may detect duplicate afflictions and XML conflicts may occur. The following people have contributed translations for this mod - Russian Language - Негр в панамке Development of this Patch is currently suspended indefinitely. I do not plan to release further updates for the foreseeable future, as I am focusing entirely on the main project Robotrauma Remake. If anyone wants to, feel free to create your own patches for Robotrauma Remake using the code from this mod as a base. You are encouraged to experiment and build your own solutions. You can also share your patches in the Compatible Mods & Addons for Robotrauma Remake section. Thank you for your understanding.
[Deprecated] Unlimited Railgun EK Pack
oleh 76561198341266480
Unlimited Railgun EK Pack This mod has been split into their corresponding mod versions. - Unlimited Railgun EK Armory Pack - Unlimited Railgun EK Gunnery Pack Railgun Magazines : You can put the normal size railgun magazine into the Railgun Shell Rack. - Unlimited Heavy Railgun Magazine - Unlimited Heavy Railgun Flechette Magazine - Unlimited Heavy Nuclear Railgun Magazine - Unlimited Railgun Sonar Decoy Magazine - Unlimited Nuclear Sonar Decoy Magazine - Unlimited Railgun Flechette Magazine - Unlimited Railgun Homing Magazine - Unlimited Nuclear Homing Magazine - Unlimited Railgun Flak Magazine - Unlimited Railgun Flak Proximity Magazine - Unlimited Railgun Piercing Magazine - Unlimited Railgun Armor Piercing Explosive Magazine - Unlimited Railgun Fusion Magazine - Unlimited Railgun Fusion Proximity Magazine - Unlimited Railgun Flare Magazine - Unlimited Railgun Incendiary Magazine - Unlimited Railgun High-Velocity Magazine - Unlimited Railgun Chaff Magazine Support Languages : - Simplifed Chinese - Traditional Chinese - English
Arbitrator playable class
oleh 76561198129139812
Rogue traders and their retinues! Central command informs you that due to increased activity of heretics, renegades and xenos filth servants of the Lex Imperialis themselves decided to join rogue traders' one way journey to investigate the routes of the situation and ruthlessly punish those who stand behind it. Mod featuring one new class with currently 3 available talent trees and slight adeptus arbites gear rebalancing. Bring the word of the Lex to this God forsaken planet as: Subductor The bastion of the Lex. Grab your shield, club and your favourite shotgun pistol to be impenetrable wall of justice! Castigator The master of punishment. Bring down any enemy with your power club and increased melee combat skills! Vigilant The heavy weapons guy. Burst your way through heretics with your heavy shotgun or remove hordes of enemies in the blink of an eye with heavy weapons!
MR-78 'Matilda' The Multirole Submarine of Europa
oleh 76561198073530035
Celebrating Barotrauma’s Release! WARNING, not fully tested with bots in mind yet, please be advised. Matilda Classified as multirole by the Europan Coalition, the MR-78 "Matilda" quickly garnered popularity by many captains, mostly due to its large cargo hold able to ferry tons of goods between stations, with the guns to defend it. The cost of such a cargo hold is the descent on the Matilda is lacking, with the cargo hold notably being a weak spot for flooding. The Matilda's long hull (A possible benefit for repairs,) also makes it less maneuverable when facing external hazards. Summary Considered a premiere for the Europan Coalition, the MR-78 “Matilda” is a multirole submarine, meant to be able to maintain itself on journeys throughout Europa. Comparable to the Humpback weapon wise, the Matilda comes with a large cargo hold able to establish or resupply stations almost single handedly. Based on an experimental submarine blueprint from a wrecked Berilia, the Europan Coalition made several changes. Most notable of which was the expansion of its cargo hold. This came at the cost of its descent, making the Matilda far less maneuverable than the Coalition hoped for. Despite these difficulties, the Matilda holds a quite admirable reputation by Captains, with amenities both for them and the crew alike. Features The Matilda features as such: - Cargo Hold Having an attack hull, the Matilda has the upgrades of an attack sub, while still benefiting from a large cargo hold. - Double Airlock The entire front of the Matilda is dedicated for external missions, with airlocks both for the top and bottom of the ship. - Captain Quarters To the Captain’s pleasure, directly next to Command is a Captain’s Quarters, where they may rest, file paperwork, and take the fight in their own hands with a dedicated suitrack for the captain himself. - Control Room Directly next to the docking port, the Control Room features a console dedicated to mineral scanning, allowing the submarine to operate indefinitely if lucky. The console also features a Depth Charge launcher, making the Control Room multifunctional. - And More! With batteries, status monitors throughout the submarine, and full fabrication equipment, the Matilda is ready to take on anything on its path between it and its objective! In game specifications - Tier: 2 - Price: 18,000 - Armaments: two top coilguns, one bottom coilgun, one large hardpoint - Dimensions: 66 x 14m - Cargo Capacity: 56 crates - Crew Size: 6 - 8 - Crew experience: Intermediate Matilda 2 Ditching its more "Civilian" nature, the Matilda 2 switches out the majority of its cargo holds for additional ballasts. Meant as a force projector for the Europan Coalition, the Matilda 2 also comes larger, both in terms of hull and firepower, with an additional hardpoint designed to take down anything in its way. This additional power comes at a price however, as the reactor burns fuel quicker than most submarines available on the market. Summary Seeing some inherent flaws with expanding the Cargo, the Europan Coalition opted to ditch the hold for additional ballasts. The blueprint for the Matilda 2 called for additional upgrades, most notably, the removal of the glass window in the command room, and an overall expansion of the front of the ship. These upgrades changed the Matilda’s designation, from multirole to attack, as the Coalition and Seperatists alike saw the potential in the Matilda model. The additional upgrades included an additional large hardpoint, allowing the Matilda to be devastating if fully upgraded. Now a venerable force projector, many a station, both coalition and Seperatist alike, have surrendered when the Matilda 2 arrived, escort in hand. This is not to say that the Matilda 2 is without flaws, as the reactor is still from the old Matilda, not upgraded for the submarine actions demanded from it. This comes with a burning of additional fuel rods, but this isn’t an issue for captain’s familiar with the flaw, as simply forcing fuel rods through violence is the Matilda 2’s specialty. Features The Matilda features as such: - Brig Meant to “save” sunken crew, the Matilda 2 features a brig for both prisoner rescue and transport missions - Double Airlock The entire front of the Matilda is dedicated for external missions, with airlocks both for the top and bottom of the ship. - Autodoors An old Matilda staple, the Matilda 2 features new and improved autodoors, with wiring allowed! Lights actually work, so if the room is flooded, you’ll know outside of it! - And More! With batteries, a double coilgun, and full Fabrication equipment, the Matilda 2 will see you to the end, no doubt about it! In game specifications - Tier: 3 - Price: 36,000 - Armaments: two top chainguns, one bottom pulse laser, one double coilgun, one large hardpoint - Dimensions: 67 x 15m - Cargo Capacity: 20 crates - Crew Size: 7 - 10 - Crew experience: Experienced Note Hello, and welcome to 1.0 Barotrauma! Ever since I first played Barotrauma during early access I became fascinated with how the game plays, and enjoyed everything it had to offer. I enjoyed it enough to actually make submarines for me and my friends to play on, and I’d say this is my love letter to both the game and the devs for delivering a successful full release after the great content updates they did in the past! These won’t be my last submarines as I've been sitting on another submarine this entire time, so, expect that in the coming weeks/months! If you’re new to the game, I hope you enjoy it as much as I and my friends have, because it's something truly special!
Falcata
oleh 76561198011177738
Falcata: An aging hull commissioned to bring rebellious Europan colonies to heel during the early days of the settling effort, the Falcata-class Assault Sub is a venerated design now mostly relegated to close patrol and heavy escort duty. Falcatas mount two dual "Rampart" coilguns, two single "Parapet" coilguns, and a fearsome "Deliverance" spinal gattling coil system. The few Falcatas that are still sea-worthy suffer from relative sluggishness and spotty reliability, but are respected nonetheless. Now with a wrecked version! Now with custom alarms for fires and floods! 5 - 9 Crewmen recommended == Ship Technical Specifications == - 1x Gatling-type GAU-27/A "Deliverance" Cannon (spinal mount, 1800 RPM linked coilgun system) - 2x "Rampart" Dual Coilguns* (8-round burst configuration with a 1s delay between bursts) - 2x "Parapet" Coilguns (Reload time tuned to 0.3 instead of default 0.2, only 66% as powerful as a normal coilgun) - 3x Electrical Discharge Coils (2 cover the nose, 1 covers the underside of the lower airlock)* - 1x Depth Charge Launcher * Never assign the AI to the middle invisible gun on the Rampart mounts. Assigning to the left and right guns of each set works fine. The invisible middle gun is just to center the UI for when a human mans the weapon. * The discharge coils lining the Deliverance cannon's barrel are entirely cosmetic except for the one at the very rear. - Maximum horizontal velocity of 13km/h (11km/h practical) - Maximum natural diving velocity of 13km/h - Maximum rising velocity of 18km/h - Medical and normal fabricators + deconstructor - Smart drainage system. Water is directed away from the reactor room wherever possible. Duct blocks on upper decks will not open if the rooms below are completely filled with water to prevent underside breaches from crippling the sub's drainage. == Design and Gameplay Notes == - 4x Extra Medical/Security IDs in the Captain's cabinet for whatever reason. - There's a discharge coil in the "dead hull" beneath the Deliverance cannon in case monsters get stuck there. Activate through the button in the frontal ballast. - Hand-placed container inventories designed to give you all of the basics but nothing advanced unless you're willing to break down material. - The arms vaults in the Gunnery room is only accessible to ranking personnel (captain and security) - Toxin cabinet is only accessible to medical officers (medical) - Brig only accessible to ranking personnel (captain and security) - Several loose vents and panels placed strategically for traitor games. - Yeah there's a clown suit.
Monster Hunter Barotruma
oleh 76561198003268863
This mod currently adds 18 monsters (some are vaiations) each with armor and weapons (except Ceadeus, gobul and gravios/basarios which have weapons but no armor). Most with unique sounds as well. This mod is aimed to be vanilla balanced. Agnaktor (+ Glacial, + Uroktor) Lagiacrus (+Abyssal) Ludroth (+ Royal and Poisen Royal) Plesioth (+ green and Zenith) Zamtrios (+Zamite form 1 and 2) Lavasioth Jyuradotas Ceadeus Fatalis Alatreon Beodotus gobul Basarios Gravios Daiymo Shogun Safi'jiiva Xeno'jiiva Join my discord here https://discord.gg/Zv7nyeG8jQ As well as the option to have your own pet ludroth as Well as 2 genes (also wip as id like to add at least 1 for each creature family) the mods still being developed but I figured it was time to post it for feedback. If anyone knows how to get 3d models of armors and weapons from the games let me know. I use 3d models to get good pictures and The armor is a combination of their real armor parts and barotrumas clothing/armor credits: Capcom, Nintendo, Xbox Game Studios, Gree, Capcom U.S.A., Inc., CE Europe Ltd. Tony rock: for the beo and plesioth armor Ninjascout for coding help
奇迹之海士兵职业 T.S.M Soldier Job(CNEN)
oleh 76561198449037660
需要在九州武库上加载!!! Needs to be loaded above Nine State Armory!!! 设定来自奇迹之海任务包,九州武库 大部分天赋来自莱伦汀 感谢东方mod作者博丽灵梦的代码帮助 Inspiration from T.S.M Missions, Nine State Armory Most talents from Lerentine Special thanks to Reimu for help with code
JiuZhou Arsenal Rebalance
oleh 76561199152694566
This mod has been legacy Version Compatible with TSM: https://steamcommunity.com/sharedfiles/filedetails/?id=3630177833 Do you feel that the large machine gun from the JiuZhou Arsenal looks intimidating, but its damage is barely noticeable? Do you think small-caliber bullets lack their unique characteristics, and large-caliber bullets are underwhelming in terms of damage? Do you feel that snipers can’t save crew members? This mod aims to rebalance the bullet damage from the JiuZhou Arsenal mod for captains who crave satisfying combat. It ensures that every bullet deals meaningful damage instead of just grazing the target, but enemies will also become more powerful! Original: https://steamcommunity.com/sharedfiles/filedetails/?id=2953749635 Balance Logic: This mod strictly follows the bullet data from Escape from Tarkov for damage rewriting, and redefines bullet penetration based on armor-piercing levels. I define the armor-piercing capability in this mod as levels 1-8, with values from 0, 0.15, 0.25, 0.36, 0.45, 0.54, 0.64, to 0.76. For example, the standard 5.45mm round (7N40) has an armor-piercing value of 42 in Tarkov, so its armor-piercing capability in this mod is level 4, corresponding to a value of 0.36, with a slight reduction. Armor-piercing rounds have a fragmenting effect equal to their armor-piercing value * 20. Each bullet has its corresponding bullet type, and the damage levels for sniper rifles and assault rifles with the same caliber are fully aligned! Additionally, to balance the differences between bullet types, this mod introduces various unique mechanics to ensure every bullet has its place. Bullet Categories: Small Caliber: Rounds like 5.56 and 5.8 have the added effect of reducing enemy healing efficiency and causing higher bleeding. Subsonic/Heavy Rounds: Bullets like .45, .300blk, and 9x39 reduce enemy movement speed, with higher bleeding and stun effects compared to other bullets. Large Caliber: Rounds like 6.8 and 7.62x54r have a hidden damage increase to balance out their larger magazine sizes. Sniper Rifle Ammo: Default to armor-piercing rounds, with double the fragmentation correction and greater penetration depth (i.e., the ability to pierce through walls and body parts). Pistol Ammo: Default to armor-piercing rounds. Submachine Gun Ammo: Default to RIP (flesh-hitting) rounds, with extra blood loss effects for 9mm, .45, and 6.8x51 open-tip bullets. Shotgun Rounds, Grenades, etc.: Also balanced accordingly. Special Rounds: Jus Special Rounds: Higher damage and armor-piercing, but without fragmentation effects. Lei Special Rounds: Act like harpoons, staying inside the body and continuously applying electric shock, causing short but repeated stuns. Flame and Acid Rounds: Lower gunshot damage but increase special damage effects. Additional changes: - Added 12.7x55mm armor-piercing and open-tip ammunition. - Combined the deceleration and reduced healing effects of subsonic and small-caliber rounds into a single effect, which also lowers skill level. - Changed single-shot pistols to true semi-automatic, firing as fast as the trigger is pulled. - Created specialized ammunition and magazines for the G11 and Type 05 submachine guns. - Replaced the XM250 with the larger-caliber MG433 to match the MG42. - Corrected the M2 Browning's caliber from 7.62x51mm to .50 BMG (12.7x99mm). - Adjusted the AN94's firing logic to achieve the intended effect and changed its caliber to 5.45mm (the original version had severe damage loss issues). - Modified the A545's firing logic. - Added 7.62 NATO drum magazines (50 rounds). - Added .50 BMG drum magazines (20 rounds). - Fixed a bug where firing the M4 Masterkey would cause self-damage. - Fixed an issue where burst-fire weapons like the M16, FAMAS, and AN94 would lose damage in performance-fix environments. New changes: -Add RPK-16 / MG42 Armor-Piercing Drum and MG42 150 rounds ammobox. -Add NSV-12.7 heavy machine gun. -Add MK-18 .338 Marksman rifle. -AKs-74u can be dual-wielded. -Add VKS 12.7*55 Sniper Rifle and KSVK 12.7 Large-Caliber Kovrov Sniper Rifle Version Compatible with TSM: https://steamcommunity.com/sharedfiles/filedetails/?id=3630177833
Armaments revolution | obj.730 Leonardo Da-Vinci
oleh 76561198967099627
For full description, watch the walkthrough video Object 730 Leonardo Da Vinci The revolutionary technology test platform was built by a mysterious organization that called itself the Royal Academy of Revolutionary technologies and renovation(RRTR). No one knows who they are affiliated with and what their intentions are. This technology obviously did not belong to Europa, but the blueprints were still spread inexplicably on the black market. Obviously, this was intentional. In order to consolidate its position, the Coalition quickly intervened, at first they controlled all the blueprints, and then started its own mass production plan. Ahhhhhh! the character limit for the workshop description is too low f**k !!! Thanks for choosing our product Please read the operating manual carefully before usePlease bear the consequences of any violation of the operating instructions at your own risk.. Object 730 contains 1 full fitt and 3 lite modified subs Model full fitt Lite Lite economical civilian Level T3 T3 T2 T1 Cost 39999 32000 12950 6500 prototype multifrequency laser cannon 1 1 1 N/A Railgun MKII 2 2 2 2 57mm OTO-breda autocannon 4 4 4(rate limited) 2(rate limited) Low pressure depth charge thrower 1 1 1 1 Self defense system high energy high energy low energy N/A P-1 medpod installed installed installed installed X-1 constructor installed installed installed N/A Auto repair system high frequency low frequency low frequency N/A Warp Drive full fitt full fitt limited performance N/A 200m diameter radar array only fitted N/A N/A N/A Reactor efficiency optimised optimised normal normal Shuttle escape escape transport transport Recipes Limitations no limit no limit no limit military limit other functions no limit no limit some performance limit Most functions and performance limit 1 weapon system The weapon systems of the obj 730 are highly customized. All of its turrets can only be used by the Da Vinci class and it cannot also switch or equip other turrets. 1.1 prototype multi-frequency turret Ideal for kill abyss beasts and BVR strikes, It's a bit cumbersome to operate, but it's definitely worth its power. It is mounted on a shockproof and cushioned liftable platform to avoid resonance with the reactor. It can only fire when it is raised, but due to limited energy supply, it can only be fully charged when it is lowered. Although the optical aiming equipment is poor, the powerful fire control console makes it easy to achieve BVR precision strikes. The color of the lighting corresponds to the current energy capacity. X ray a crystal with stable structure,long durability and easy to repair, low precision and low penetration. gamma ray high precision,high penetration,high energy , target may affected by radiation sick after been hit 。The heat is high enough to set the target submarine on fire. 6 rounds conflagration Specialized anti-sub crystal have a certain imprecision, but it can still be accurately guided by the fire control. hold the safe distance please. 3 rounds 1.2 Railgun MKII Powerful,Multiple types of ammunition,Can satisfy various needs. use autoloader,makes a characteristic noise is emitted while is loading. the distance between the upper and lower parts is different, so the upside takes more time to reload. APHE SH-VT Flare Can illuminate a large area without lights, but it isn't very attractive for creatures recommended use: launch a surprise attack when external lighting is turned off,or carry out long-range strikes when shooter combat-suit are not available. click me to read second part
[ME] - Automatons (Alpha) - [ outdated ]
oleh 76561198121715935
ПА РУССКИ К сожалению, мод дальше развиваться не будет. Отчасти из за событий в мире Отчасти из за моего состояния и состояния моего пк Когда всё наконец утихнет, а я обзаведусь более мощным пк и у меня будет свободное время - я продолжу работу над модом А пока.. Если у кого-то есть желание работать над своей версией этого мода - хватай и не парься Заряжать роботов - мультитулом обслуживания Упаковывать роботов - деактиватором ИИ Этот мод является лишь частью будущего мода Manta Engineering Конкретно эта часть добавляет роботов, мод не сбалансирован до конца, в нём отсутствуют многие фишки готовые на данный момент.. но тем не менее оно работает и вы можете заценить его в игре На данный момент реализованы: 1 - Серия роботов Кидо - Механик, Инженер, Медик, Охранник 2 - Охранная турель - Пулемёт, Паровая пушка, Гаусс-ускоритель, Гаусс-флак ускоритель, Лучевая турель 3 - Соня - Робот психологической поддержки 4 - Система обслуживания роботов* * К сожалению, система не до конца доработана в плане починки, ну, в целом всё готово, но она просто не доведена до кондиции, собрать, отшлифовать - всё такое Немного о самих роботах: Кидо - Это небольшие гуманоидный робот задуманный для помощи в обслуживании систем станций и лодок, они могут выполнять ремонт оборудования, не очень умело лечить ранения, заделывать дыры в корпусе.. наводить порядок на инакомыслящих станциях : } Турель - Это пушка с ИИ, ставишь её в узком проходе корабля и можешь больше не беспокоиться, что попавшие туда ползуны успеют поцарапать стены твоей ластэчки, турель порвёт их как тузик грелку, а турель с расщепителем так вообще испарит их к чёртовой матери Соня - Лучик радости во мраке вод Европы, это робот создан для поддержания морали экипажа, команда работает лучше, если им почаще говорить какие они молодцы и всё у них получится, понижает медленно психоз находясь рядом На этом в общем-то всё Так рано и в альфу я его вывел по причине того - что один я буду делать мод долго, а штуки там реально прикольные есть, поэтому ищу людей для совместного запила данной модификации, соответственно ваше имя будет указано апосляк в авторах этого мода, язык не важен, скилл тоже не важен, если дело касается кода, а вот если речь о спрайтах - то.. но переживать не надо, потому что рисунки на мне, это я умею лучше всего, хех. Но если вдруг ты рисуешь лучше.. почему бы то и нет В общем, пишите в Discord если хотите принять участие - Северный#1775 ON ENGLISHски Unfortunately, the mod will not develop further. Partly because of events in the world Partly because of my condition and the state of my pc When everything finally calms down, and I get a more powerful PC and I have free time, I will continue working on the mod In the meantime.. If someone has a desire to work on their own version of this mod - grab it and don't worry Charge robots - multitool service Packing robots with an AI deactivator This mod is just a part of the future Manta Engineering mod. Specifically, this part adds robots, the mod is not fully balanced, it lacks many of the chips that are ready at the moment .. but nevertheless it works and you can check it out in the game Currently implemented: 1 - Kido Robot Series - Mechanic, Engineer, Medic, Guard 2 - Sentry Turret - Machine Gun, Steam Cannon, Gauss Accelerator, Gauss Flac Accelerator, Beam Turret 3 - Sonya - Psychological support robot 4 - Robot service system * * Unfortunately, the system is not fully finalized in terms of repair, well, in general, everything is ready, but it simply is not brought to condition, assemble, grind - all that A little about the robots themselves: Kido - This is a small humanoid robot designed to help maintain station and boat systems, they can repair equipment, not very skillfully heal wounds, repair holes in the hull .. clean up dissenting stations:} Turret - This is a cannon with AI, you put it in a narrow passage of the ship and you can no longer worry that the creepers that got there will have time to scratch the walls of your lustrets, the turret will tear them like a heating pad, and the turret with a splitter will evaporate them to hell Sonya - A ray of joy in the darkness of the waters of Europe, this robot was created to maintain the morale of the crew, the team works better if they often tell them how great they are and everything will work out for them, slowly lowers psychosis by being around This is, in general, everything So early and in alpha, I brought him out due to the fact that I alone will be making the mod for a long time, and there are really cool things there, so I'm looking for people to drink this modification together, so your name will be indicated in the authors of this mod, the language is not important , skill is also not important when it comes to code, but when it comes to sprites - then .. but don't worry, because the drawings are on me, I can do that best of all, heh. But if suddenly you draw better .. why not In general, write to Discord if you want to participate - Северный#1775
No Light No Name
oleh 76561198321491331
Only effective when you are playing as Human: If the other person’s face is poorly lit, you will not be able to identify them (include husk). Because this mod needs to read texture data (LightMap) back from VRAM to system memory in real time, it introduces some CPU lag. Unless your game already runs very smoothly, I don't recommend enabling this mod. You can reduce reading latency by lowering the sampling resolution in Mod Gameplay Settings (default 25%, equal to ¼ screen resolution). Please follow the installation steps to enable LuaCsForBarotrauma and allow it to run C# scripts with your permission. The mod is client-side only and is plug-and-play. Github
DEEP
oleh 76561199417978124
"Contrary to popular belief, the Abyss does have a bottom - if the submarine descends deep enough, it will reach the barren seabed. However, this is not the case..." - From the journal of the research expedition "...", 2174 "Day 47. We have reached the bottom. The team is celebrating. The captain demands silence - the hydrophones are picking up something strange. Sounds... below. But we're at the bottom. Really?" - The last record of the expedition is "...", the author is unknown They were wrong. Fifty years ago, the connection with the Earth was cut off. Jupiter's radiation is creeping deeper into the oceans of Europe, burning out stations, forcing humanity to flee into the very depths of the moon. We are going to a place where pressure crushes steel like paper, where the external lights of submarines explode one after another, where the critical depth is not the limit, but only the beginning. (This mod cleans up the ocean floor of Europe %almost%.) There is no longer a safe limit. There is no "deep enough". There is only the Abyss - endless, deadly, terrifying. Where the map ends, something more begins. Where the human understanding of pressure ends, the real horror begins. There is absolutely nothing there. But there is everything. warning: - Your submarine will collapse much faster at extreme depths. - Standard hull upgrades won't save you "When you look into the abyss, the abyss looks into you. When you descend into the abyss, it embraces you. And he won't let go." Technical details: - The variability of the seabed relief has been increased - In addition to depth, increases the length of the level (with a patch for speaker Europe and speaker Europe) - Compatible with vanilla game, and most mods. and there are also patches for baratramatics, baroverhoul and dynamics of Europe. DEEP - Barotraumatic Patch DEEP - Baroverhaul Patch DEEP - Dynamic Europa Patch (The old version for your companies is DEEP LEGACY)
Blast Door
oleh 76561198238454518
Heavy duty blast door. Nigh indestructible. Go around. 4,000 health. Can be damaged by: - Plasma Cutters. - Monsters. - Explosions. - External Factors. Cannot be pried. Credits: Textures - Regalis Sound, Code - Me
[AP] Warden
oleh 76561198031436001
Shuttle of "Warden" class was designed as a mobile support vessel, chaingun and durable hull provide great fire support to vessels from a distance. ═════════════════════════════════════════════ Челнок класса "Warden" проектировался как мобильное судно поддержки, орудие системы Гатлинга и корпус из более прочных сплавов позволяют осуществлять огневую поддержку судов на расстоянии.
Zubtrauma (Dialog Only)
oleh 76561198059085511
Originally part of a larger conversion mod, this is some additional NPC idle conversation lines to add more variety on a long journey. - More than doubles the number of bot idle conversations over vanilla - More variants of crew order dialog, repeats the same orders less - Role-specific dialog, 'Crazy' trait dialog, Psychosis dialog - Intensity dependent dialog - ( More injury-specific conversations coming at a later date ) Although bot crewmembers are not utilized alot in multiplayer, I guess you can use this in singleplayer too for some ambiance - or when using the 'crew orders' system in multiplayer.
Grandevourer
oleh 76561199651519208
Disclaimer This submarine was made for the thalamus-themed contest on Russian Barotrauma discord server. Grandevourer Abomination made by nature and made sailing thanks to greatest pirates minds. Former thalamus-infested-wreck now exploring the caves of Europa once again. Submarine Information Description: 'Authorities were surprised to see that abomination which the captured pirates calmed down and sailed with, and even more to see it work. Wreck was turned into a working submarine, despite heavy infestation. Despite its popularity on the news, no one is willing to sail the Europan waters in this 'thing' - which is a perfect opportunity for you.' Price: 9,000 mk Tier: I Class: Attack Recommended crew size: 3 to 4 Recommended crew experience: Experienced Cargo space: 4 crates Thalamus It is a modded feature on the submarine, and includes: Mouth: Thalamus must be regularly fed, as such you may either feed it corpses or attract enemies right inside of its mouth. Heart: Beating so strong, you can feel its heartbeat anywhere on the submarine. Based on Thalamus's hunger, different afflictions will be applied as indication. Afflictions: Different stages of Thalamus's hunger are indicated by afflictions. First 'Hungry' stage indicating that it is very hungry, to the point most machinery is working less efficiently, and some are completely disabled. Includes debuffs for humans. Second 'Fed' stage indicating it has been fed enough to keep the machinery working. Third and last 'Peace' stage, indicating that it has been completely appeased. Aside from all machinery working, humans may also experience an overwhelming sense of tranquility, slightly increasing their focus and combat capabilities. Meat Lung: Thalamus has a lung-like organ growing outside, which can cause sound waves and stun everything nearby. Using it too much will render thalamus hungry. Double Coilgun: If Thalamus is properly fed, it will operate Double Coilgun and fight off monsters. It will not consume power from the power grid, however it will consume ammo as normal. Other Machinery: If Thalamus is properly fed, most machinery will work more efficiently than usual. Some machinery, such as fabricator and deconstructor, will work only when Thalamus is fed. Credits Me - Submarine, sprites, modding, sounds. _||M||_ - Modding assistance. Husked Captain - Modding assistance, testing.
more CQB sites in 九洲武库(No longer update)
oleh 76561198810032487
<-- This mod is no longer compatible with the latest version of T.S.M --> Due to revisions to the native AFF and AI definitions in T.S.M, coupled with the development team’s shifted work priorities, we no longer have the time to carry out balance adjustments. This mod will officially cease all updates indefinitely. Thank you for your long-term support and companionship along the way. We shall meet again someday.
[LK]Sd.Ltk-Staatsanwalt
oleh 76561199347925768
Recieving the reports on series of reactor accidents,an instance of near-capture due to fuel shortages,and the third time budget overrun,DoD was compelled to reassess the Sd-180 project with an ultimate conclusion of “effectiveness remains to be tested,while the suitability and survivability are severely inadequate.”Despite assignment's vigorous denial of the failure of the entire project,claiming that it is “still repairable and capable of meeting the expected criteria,”Coalition has nonetheless cut back on subsequent construction plans,while the on-constructing ones wait for the dismantling of several core subsystems and ironical “modernization retrofit.” INSTRUCTION: T2 Attack Volume: 39m*10m Item Count: 720 (supplies not excluded) + 146 (drone) Price: 17500mk AND a OP version for 0mk,along with certain little toys This is a very irregular ship, please be sure to read the following instructions: 1. The ID permissions of this ship have been specialized. If you need to change this ship midway through the campaign, please purchase a new ID card from the station merchants. 2. This ship does not have conventional armaments; the main and almost only weapon is two laser lances. 3. The ship's supercapacitor can only support one shot for the laser lances, so it has almost no energy-storage function. The firing rate of the laser lances is mainly dependent on the charging rate of supercapacitor. 4. The ship is equipped with a regular reactor with an initial maximum output of 8500kw, which could only support a firing rate less than 1.5 RPS(When fully upgrated in campaign,less than 2.4RPS),and constraining to fire at full power would cause the whole grid broken down. As compensation,this ship has got a specialized battery pack whose maximum output reaches 30000kw,which however could only maintain for 10 seconds(When fully upgrated in campaign,16 s),and its efficiency is only one-third of a normal battery(the OP version's charges just like normal ones),which suggests it would take about at least 2 minutes to be fully charged with no upgrades. Please use all functions with caution. 5. The ship's power grid has two modes: Cruise/Fast-Charge, which can be switch using the second button on the sonar panel. 5.1 In Cruise mode, the voltage of main power grid is set normal (default is 2.0) , and energy efficiency is relatively high. The main voltage meter flashing blue indicates Cruise mode. 5.1 In Fast-Charge mode, when the battery pack is charged less than 90%,the target voltage will be set to the very maximum value(default is 5.7),which may decrease the grid's stability.The main voltage meter flashing red indicates the Fast-Charge mode. 6. The target voltage for each mode can be adjust in the terminal in front of the navigation console by entering "abbreviation+number", e.g: entering "VC1" to adjust the Cruise mode voltage to 1. 6.1 It is not recommended to set the Cruise voltage above 2.0. 6.2 It is not recommended to set the FC voltage above the junction box limit (default is 6.0, increasing by 10% per each level, with the maximum level being 7.8). 7.The weapon system has two quick gear-position setting mode:Normal/Terminus, which can be switch using the lever below the navigation terminal. 7.1 In Normal mode, the weapon setting can be adjusted by the hidden supercapacitor left to the terminal (default level 5). The battery capacity indicator above the navigation flashing blue indicates Normal mode. 7.2 In Terminus mode, the stored setting from the terminal will be activated (default level 9). The battery capacity indicator above the navigation flashing red indicates Terminus mode. 7.3 To adjust the Terminus setting to level X, enter "GLx0" in the terminal. e.g: entering "GL80" will set the Terminus level to 8. 7.4 In practice, you may can set the Normal mode to a higher level than Terminus. 7.5 The charging speed of the supercapacitor (i.e.the firing rate) is proportional to the square of the setting level. For example, level 5 corresponds to a firing rate of one-quarter of the maximum power. 7.6 The reactor's power is approximately one-third that of the battery pack. Therefore, the fire sustainability will increase exponentially at lower settings.e.g: level 7 (49%) corresponds to half the firing rate of level 10, but the fire sustainability at level 7 will be three times that of level 10. Capacitor groups at level 5 and below are generally difficult to deplete. 7.7 It is not recommended to set the level to 3 or lower, as the firepower will be too weak and may cause AI issues. 7.8 constraining to fire at full power under the circumstance battery pack depleted would cause the whole grid broken down. 8. When you upgrade the reactor's max output or capacitor's charging rate, you'll need to adjust the corresponding multiplier in the terminal, with the adjustment method being the same as the target voltage setting. 8.1 The reactor multiplier defaults to 85, increasing by 3% with each upgrade, and the engineer's "Buzzin" talent increases it by 10%, but you can slightly reduce this multiplier to achieve better voltage stabilization. The recommended multiplier table is: (without talent) 84.5/87.5/90/92.5//(with talent) 93/96/99/101.5. If you have added modules such as "Better Upgrades," you will need to calculate manually. 8.2 The battery default multiplier is 100, increasing by 10% with each upgrade, with the multiplier table being: 100/110/120/130. 8.3 The supercapacitor default multiplier is 300, increasing by 10% with each upgrade, with the multiplier table being: 300/330/360/390. 9. Flipping the small switch on the right side of the navigation console will activate the "temperature-control" mode. The reacting temperature meter flashing red indicates that it has been activated. This mode adjusts the reactor control logic to temperature-control,consuming fuel faster(no matter which grid mode you were in) to significantly increase reactor performance,the adjustment itself takes nearly 20 seconds. 9.1 The first small light on the upper right of the navigation terminal flashing red indicates that the rest fuel in reactor less than 10%. 9.2 The small light off indicates that reactor no output. 10. Press the first button on the sonar panel. to switch the control of the command room periscope to the main gun override control/"Sextant" drone. 10.1 When deploying drones, tap lightly to detach the drone from the docking, and it will rise out of the shell after redocking. Do not press and hold directly to release the drone, as this will cause the drone to get stuck. 10.2 For specific usage of the "Sextant" please refer to: Sd.Erk-303.02 11. The deconstruction platform on the fin right next to the lower hatch can be used for quick salvage of supplies. 12. The minimum operating voltage for the gene research console is 0.9. 13.SHALL NEVER BETRAY COALITION THANKS FOR SUBSCRIBE!
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