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Mods & plugins voor Barotrauma
Deze catalogus bevat 82.000+ Barotrauma-projecten van Steam Workshop. Items kunnen server-side, client-side of aan beide kanten nodig zijn en ook maps of andere gebruikerscontent bevatten. Controleer vóór installatie de gelinkte bronpagina, gameversie en afhankelijkheden.
Barotrauma mods installeren op je server
Ontdek populaire Barotrauma-mods uit de Steam Workshop en stel een eigen modlijst samen voor je campagne. Gebruik bij alle spelers en op de server dezelfde Workshop-versies om verbindingsproblemen te voorkomen.
- Zoek op naam en bekijk populaire Workshop-mods
- Controleer afhankelijkheden voordat je een campagne start
- Houd de laadvolgorde op server en clients gelijk
- Test updates eerst met een back-up van je wereld
Servermods kunnen onderzeeërs, items, monsters en complete campagnes toevoegen. Controleer altijd of een mod geschikt is voor de huidige Barotrauma-versie en voor dedicated servers.
[BOS]Rod-惩罚者
door 76561198157628895
简介:Rod级迷你核潜艇,俗话说天下武功唯快不破,独特的单层船体轻量化设计,赋予了她顶尖的航速,同时也让日常维护变得非常轻松,如果你没有那么多人手,又喜爱强劲火力的话,她一定是你的最佳选择。 定位:任务潜艇,好友联机,快速通关 售价:1888mk 大小:41x11m 载货:0箱 最高水平航速:65km/h 最高下潜速度:17km/h 反应堆功率:10000kw 推荐船员:1-3人 推荐经验:略有心得 船体强度:低 维护难度:低 感谢使用!点赞评论收藏是对我最大的支持! 造船/模组交流QQ群:200300947 联机/同人交流QQ群:796185005
Simple Gene Rebalance
door 76561198079460880
A simple rebalance mod for genes that aims to buff the most underwhelming genes to better be able to compete the with the best genes, without breaking the game's balance. Also introduces a few quality of life features. It also revamps mudraptor and spineling genes to give them passive bonuses that are easier to get use out of than their originals, and are (hopefully) more interesting. The vanilla balance of the genes is very mixed; you have some genes like Hammerhead Matriarch and Crawler that are amazing, some like Moloch and Hammerhead that are solidly decent, and some like Skitter and Mollusc that are absolutely terrible, and with almost no incentive to refine either. It is because of the weak state of Skitter and Mollusc genes that this mod even exists. As of the Treacherous Tides Update, skitter and mollusc genes were buffed officially. This mod should still work, it just buffs them far less than it used to compared to the current version of the vanilla game. (Nov.24.2023) If you'd like a mod that keeps mudraptor and spineling transformations intact or that only changes Skitter and Mollusc genes, you can install them here: A text breakdown of the changes is below: All afflictions tooltips now include numbers showing the range of values Mudraptor genes now slow bleeding and no longer give the beak transformation Tiger Thresher genes now achieve max results at 90% quality to make achieving 100% oxygen reduction more feasible without having to use two different tiger thresher genes in an advanced gene splicer Skitter genes now range from 15-75% haste instead of 2-10% 10-60% Mollusc genes now range from 16-80% vigor instead of 2-10% 10-60% Mantis genes now increase walking speed by a max of 30% instead of 25% Spineling genes now give resistance to stun, paralysis, and neurotoxins 10-25%, and no longer give spine spikes All other genes have been untouched Matriarch genes' bleeding heal has been lowered to compensate, other healing increased slightly Compatibility Modifies Genetic.xml and AfflictionsGeneticMaterial.xml, and will probably not be compatible with mods that also modify those files unless they do not modify the same parts of those files that this mod does. Briefly tested to be compatible with Genes+ Revived and Expanded
Extended Monsters Remastered
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This mod is the Remastered edition of Extended Monsters made by ⇜ Tina ⇝, with additions of missions and up-to-date monster spawn events. For more monster details, please check the original mod:Extended Monsters Creatures: - Abyss Gazer - Brain Moss (three types) - Husk Carrier - Savage Scylla - Scylla baby - Glacial Crevice Worm - Coral Shrimp - Epicentrum - Fractal Annihilator - Fractal Destroyer - Ice Crab - Magma Larva - Magma Worm - Mantis Shrimp - Coelanth - Paralytic Shark - Shadow Leech - Shadow Whale - Shadow Whale baby - Stone Wanderer - Thalamus Carrier - Thermal Eel - Turret Carrier - Void Leviathan The creatures are of higher difficulty than vanilla creatures, you probably need mods like EK Remastered or Enhanced Armaments to deal with them! Compatibility There should be no compatible problem with other mods. However, do note that if you are using Barotraumatic, it is not recommended to use both mods at the same time. (Solved) And it is generally safe to add/remove mid-campaign. I hope you enjoy this mod! Feel free to leave feedback! 这个模组是Extended Monsters的重制版本,原作者是⇜ Tina ⇝,此版本中加入了适合当前版本的怪物生成事件和任务。 关于更多怪物信息请查看原模组:Extended Monsters 生物: - 深渊凝视者 - 脑苔(三种类型) - 画皮艇 - 凶恶斯库拉 - 斯库拉宝宝 - 冰封裂隙蠕虫 - 珊瑚虾 - 震源之中 - 分形毁灭者 - 分形破坏者 - 冰蟹 - 岩浆幼虫 - 岩浆蠕虫 - 螳螂虾 - 腔棘鱼 - 麻痹鲨 - 暗影水蛭 - 影鲸 - 影鲸宝宝 - 岩石游荡者 - 丘脑载体 - 热液鳗鱼 - 炮塔载体 - 虚空利维坦 这些生物相较原版更难更危险,你可能需要像 EK 重制版 或者 Enhanced Armaments 才能应付它们! 兼容性 应该不会与其他模组产生兼容性问题。 但是注意,如果你还订阅了BT模组,请不要同时使用两个模组。(已解决) 同时,你可以任意地在战役或者存档中加入或者移除这个模组 希望你喜欢这个模组!如果有任何问题,请发表评论! Этот мод - переиздание Extended Monsters, созданное ⇜ Tina ⇝, с добавлением миссий и актуальных событий появления монстров. Для получения более подробной информации о монстрах, пожалуйста, проверьте оригинальный мод:Extended Monsters Существа: - Взор Бездны - Мох мозга (три вида) - Переносчик - Дикая Сцилла - Малыш Сциллы - Коралловая креветка - Ледниковый трещинный червь - Эпицентр - Фрактальный аннигилятор - Фрактальный разрушитель - Ледяной краб - Магмовая личинка - Магмовый червь - Богомол креветка - Целанф - Паралитическая акула - Теневой пиявка - Теневой кит - Малыш теневого кита - Каменный странник - Переносчик таламуса - Термальный угорь - Переносчик турелей - Левиафан Пустоты Существа более сложны, чем обычные существа в игре, вероятно, вам понадобятся модификации типа EK Remastered или Enhanced Armaments, чтобы справиться с ними! Совместимость С другими модами проблем совместимости быть не должно. Однако учтите, что если вы используете Barotraumatic, не рекомендуется использовать оба мода одновременно.(решено) И вообще, добавлять/удалять в середине кампании безопасно. Надеюсь, вам понравится этот мод! Смело оставляйте отзывы!
EK Bottlenose Mk-I
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Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. EK 'Bottlenose' Mk-I Heavy Destroyer "The Bottlenose class is a heavy combat vessel which prioritizes a mix of protection and armament. It is primarily armed with two heavy turrets, with several secondary hardpoints, and a forward-fixed railgun battery in it's bow. Built with a standard internal pressure hull and light armor applique along it's forward belt for improved survivability against low caliber guns. The design also features instrumentized fire control systems for it's main guns." Starts with relatively minimal armament, if you are playing on higher difficulties it's recommended to not buy it until you've got at least around 30,000mk spare for additional refits to bring it up to it's full firepower. Role: Attack ( Combat Vessel ) Tier: 3 Price: 42,500 Mk Recommended Crew: 8 - 14 Size: 64x14m Horizontal Speed: 21 ( 26 with upgrades ) Vertical Speed: -19,26 Cargo Capacity: 24 Boxes Magazine Capacity: 27 Shells, 63 Boxes Vessel Strength: High Vessel Maintenance: Standard / Large-Crew Recommended Difficulty: High Recommended Crew Experience: Any Notable Features: - Forward railgun battery - Uparmored hull - Instrument fire-control system (Heavy turrets only) - Engineering room - Medbay - Large armory - Brig - Docking port power transfer - Drainage duct system Weapon Systems: - Forward Railgun Battery (Fixed Mount) - x2 Heavy Coilgun (Heavy Turret-Mount) - x1 Chaingun (Turret-Mount) - x2 Coilgun (Turret-Mount) - x4 Empty Hardpoint (Turret-Mount) - Depth Charge Launcher (Fixed Mount) Stock Reactor Trim: 0.01 - 75 Stock Battery Controller Trim: 202 - 15 Stock Engine Battery Trim: 101 - 15 I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented? -with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now. ( Also expect that potential "EK mods remaster" to not happen after all )
I401-Iona萝莉伊欧娜
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Ammo is loaded and weapons control is online! Iona ready to navigate. Information - Cost:8200Mk - Item:2996 - Velocity: 40km/h-70km/h - Number of crew:3~5 【武装清单】 --Gravity gun (triple laser) --2 Railguns --1 Cannon --3 Laser --5 Coil guns --In-room laser --2 depth charge launcher --1 Underwater aircraft (Carrying a kamikaze nuclear bomb) Feature - Voice Assistant Iona will accompany you throughout your deep sea journey, helping you spot enemies and deal with dangerous situations - supergravity gun The supergravity gun can destroy most of the enemy and quickly dismantle ruins and wrecks, but the Angle of fire is small. Double click in Periscope mode to switch visual controls for easier aiming Touch Iona's head to access the main gun periscope Radioactive attention!! The room below the medical room has added reactor fuel that can be filled with lasers, can change colors - Super engine Click the button below Iona to activate the power mode, greatly increasing the horizontal movement speed - Water intake valve This button floods the bow, airlock, upper cargo bay and brig to increase the dive speed - Thalamus Pump When opened, the water inlet valve was used to control the boat's descent to prevent thalamus, but grenades were still prepared at the pump and a flamethrower was equipped in the weapons room - Auto repair When opened, the foam grenade in the high-pressure chamber is activated to repair the hull, but it needs to be manually replenished afterwards ========================================================================================== 2024.10.23 Added countdown depth charge control for launch Boarding Pod. Optimize the circuit and reduce some redundant items. Change the position of the depth charge launcher to the front of the ship, and the position of the decoy launcher remains unchanged 2024.9.19 The reactor was moved to the rear and merged with the battery compartment, and the former reactor room was converted into a weapons warehouse. Added a picture of Iona, which itself is also a periscope of the super gravity gun, and double-clicking the mouse under this interface can control the submarine's movement through the periscope Most of the buttons and functions have been translated into English The large guns on the foredeck were removed, 3 coil guns on the hangar were replaced with automatic lasers (unlimited ammunition), and there was a manual coil gun turret for additional fire or observation. The supergravity gun's firing Angle was limited to +-20°, and the firing Angle relative to the torpedo tube was extended. The number of components is optimized, and the total number of components is controlled below 3100. The decoration has been improved, closer to the effect of animation. Due to the many modifications, the old version of Iona was archived separately, and its circuitry and translation were also optimized. 2023.5.19 This time adding voice to Iona, and add a aircraft.
Better Alcohol
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If you use Hungry Europans, Load this mod Above. If you use Neurotrauma, Drinking Bleach Unlocks the final boss of that mod. Tired of Alcohol not really doing much or having much of a use? Well, Better Alcohol is here to fix that. Alcohol has been revamped in this Mod to not only have a reason to drink it. But additionally give downsides just as well as incentives. Drunks will stagger, trip, and fall. And have unique effects depending on what they drink. Ethanol is no longer a smart choice, unless your goal for drinking it is blacking out. Neither is it the only choice for non captains. Want a Simple Drink? You can pick up a can of Mud Light at your nearest vending machine. Want something to help you heal and also forget your pains and woes? Try some Pomegrenade Wine, Its simple to make as well, so one could simply produce it. Got bitten by a husk, but don't feel like drinking rum? Try some Bourbon, or if its progressed too far, Just Chug some Bleach. Want to stagger around barely able to do anything? Try some Paral Beer, Made with Real Paralyxis. Should be Compatable with most mods that add alcohol but don't override the Drunken Effects. Better Alcohol is part of a Planned Collection of "Better" Mods that enhance and improve various parts of barotrauma ranging from Drugs,To Medicine, to Husks, to Genes and potentially adding Cybernetics. Better Medical Better Collection Help me make More Mods quicker
[BOS]Ula-蓝宝石
door 76561198157628895
简介:Ula级大型核潜艇,三层重甲防护设计,人员动线经过充分优化,各类设施齐全,适合有一定经验舰长驾驶,强劲的火力配置搭配高度集成的指挥控制系统,她将是你驰骋深海的一座强大堡垒。 定位:主力潜艇,多人联机,高难模组 售价:6888mk 大小:41x11m 载货:16箱 最高水平航速:55km/h 最高下潜速度:18km/h 反应堆功率:50000kw 推荐船员:4-12人 推荐经验:略有心得 船体强度:高 维护难度:中 感谢使用!点赞评论收藏是对我最大的支持! 造船/模组交流QQ群:200300947 联机/同人交流QQ群:796185005
Radio Broadcast
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This modifies Radio Channel 9 to be a broadcast channel for voice comms and text chat, allowing it to hear and be heard across channels 0-9. Channels > 9 are considered 'private' and are excluded from this behaviour. This is primarily useful for crews using multiple channels (eg. for a dive crew vs shipside), to allow for emergency messages to be broadcast by a captain on Channel 9. This requires Clientside Lua to be enabled. Github Source Code
Super Destroyer
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Super Destroyers are the Helldivers' "forward operating bases" as they liberate the oppressed planets where the dangerous enemies of man are found. Super Destroyers provide orbital fire support, as well as equipment packages and Eagle close air support used by Helldivers. General information: Type: Attack Tier III Price: 45000mk Size: 113*22m Cargo capacity: 26 crates Recommended crew size: 7-10 Features: • Reinforced walls. • Ballast Flora Cutoff. • Fulgurium Chaingun. Single weapon on top. • Monitor with monitor with 12-point motion detector disply showing enemies or walls that are close to the ship. Also detects crew. • Armory, Brig & Medbay Security Locks. • Jukebox with helldivers themes. Credits to Helldivers 2 Composer - Wilbert Roget II. • Bot friendly. Pelican-1 "Shuttle", powered by a reactor, ideal for docking at beacons. Remember to turn it off when docked to the submarine. Eagle-1 "Shuttle" equipped with 2 depth charges. Control: Click on the front windshield to drive, click once to start the engine and move towards the current mouse direction (lock heading), click on the brake again (double click to directly change heading), long press to fire, automatically unlock docking when moving, and automatically dock when braking Attention: Ammunition is limited, there is a box at the back. 𝙄 𝙖𝙥𝙥𝙧𝙚𝙘𝙞𝙖𝙩𝙚 𝙚𝙫𝙚𝙧𝙮 𝙡𝙞𝙠𝙚, 𝙞𝙩 𝙚𝙣𝙘𝙤𝙪𝙧𝙖𝙜𝙚𝙨 𝙢𝙚 𝙩𝙤 𝙢𝙖𝙠𝙚 𝙢𝙤𝙧𝙚 𝙖𝙣𝙙 𝙗𝙚𝙩𝙩𝙚𝙧 𝙨𝙪𝙗𝙢𝙖𝙧𝙞𝙣𝙚𝙨. 𝙀𝙭𝙘𝙪𝙨𝙚 𝙢𝙮 𝙀𝙣𝙜𝙡𝙞𝙨𝙝. :( MY WORKSHOP: https://steamcommunity.com/id/STALKERw40k/myworkshopfiles/?appid=602960
Chess Set
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Updated for Barotrauma Version: v1.10.7.0 Information A cool moveable chess set! Play with your friends! Chessboard and all pieces can be fabricated from and deconstructed for plastic. Chessboard is placeable similar to a small planter box. Additional Details - Chess Set Kit is deconstructed into a Chessboard and a full set of pieces. - Individual pieces and the Chessboard can be deconstructed back into Plastic. - Hold RMB and press E to place the Chessboard. Must be the board and not the Kit. - The Chess Kit is used as a way to prevent clutter in the Fabrication tab.
(Not Maintained) Kaskara-class Assault Cruiser (Goph Original Ship)
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I am aware that the sub may be nonfunctional due to changes in the game since its creation. This item is no longer being maintained. Kaskara: As the separatist movement ramped up its efforts, the Coalition's Special Cooperative Protection program yielded the Kaskara-class Assault Cruiser, successor to the exalted Falcata-class Assault Submarine. Kaskara-class vessels have assumed the role of primary workhorse and flagship of all operational Coalition fleets. The mighty Retribution heavy gatling cannon commands the front of the ship while two Razorwire coilgun batteries and a trio of Caltrop and Derringer point-guns cover her flanks. 6 - 12 Crewmen recommended A sub designed to challenge veteran crewmates. Mostly AI compatible (open the reactor door yourself). For those that experience framerate issues, a more performant version of the Kaskara, the Kaskara-L, is included in the package. The only difference is that the guide lights don't pulse in sequence like below, which eliminates 100+ lights and 2000+ items from the build. == Ship Technical Specifications == - BATTLESHORT system: Override reactor safeties to boost power output to critical systems in times of dire need. Affects engines and weapons. Activated through two levers that must be pulled simultaneously, located in the Reactor and Command rooms. Electrical grid volatility rises during BATTLESHORT, threatening electrocution, fire, and potential reactor meltdown. Use with caution. Mechanically, turning the thing on starts slowly filling a meter. At certain breakpoints, hazardous systems come online: hidden electrical discharge coils will begin shocking parts of the ship periodically, and at severe levels a circuit activates that auto-sets the reactor to maxed fission rate and turbine output for a couple of seconds (with a long cooldown in between). If you max out the meter, the reactor is near-guaranteed to melt down from fire damage, not to mention all the junction boxes bursting into flame around the ship. Turning off the Battleshort system drains the meter over time. And yes, I am aware that this is not what battleshort systems do IRL. This is much cooler. - 1x Combination Gatling/Rail-type GAU-27/D "Retribution" Cannon (spinal mount, 1800 RPM linked coilgun system and 2-shot burst railgun, toggle armament with lever in Retribution Fire Control room) - 1x "Derringer" Light Coilgun (Coilgun with reload time tuned to 0.5 instead of default 0.2, only 40% as powerful as a normal coilgun) - 2x "Caltrop" Heavy Coilguns (Reload time tuned to 0.3 instead of default 0.2, only 66% as powerful as a normal coilgun) - 2x "Razorwire" Tri-Coil Batteries (Reload time tuned to 0.8 instead of default 0.2, altogether slightly less powerful than a single normal coilgun. Can boosted with BATTLESHORT system to 0.21 reload time, resulting in nearly 3x the firepower of a normal coilgun.) Normal Boosted - 4x Electrical Discharge Coils (2 cover the nose, 2 cover aft-ventral arc) - 1x Depth Charge Launcher - Maximum horizontal velocity of 15km/h (25km/h Boosted with BATTLESHORT) - Maximum ascent velocity of 18km/h - Maximum descent velocity of 13km/h - Medical and normal fabricators + deconstructor - Research station - 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. - Hand-placed container inventories intended to give you all of the basics but nothing advanced unless you're willing to break down material. Designed for campaign. Not very well-equipped for single missions above 55%. - Most of the repair equipment is housed in the cabinets located in the central and aft Damage Control rooms. - The arms vaults in the Armory are only accessible to ranking personnel (captain and security) - The toxin cabinet is only accessible to medical officers (medical) - The brig is only accessible to ranking personnel (captain and security) - Several loose vents and panels placed strategically for traitor games. - Yeah there's a clown suit.
Saber Personal Protection + Deeper Diving
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Not sure why, but despite not being removed, my mod hasn't been appearing in the workshop search results. Hopefully updating the description and title fixes this.... This mod NO LONGER requires Saber Personal Protection and instead replaces it. This change will be rolled back once the original Saber personal protection is updated for Among The Ancients. This mod contains fixed ORCA suits, helmets, vests, and power packs compatible with the Among the Ancients update. In addition, Deeper Diving adds four craftable Horizon ORCA suits suitable for depths equal to those of the combat and abyss diving suits. Rail Accelerated Beer can, the original author of the Saber mods, Is working on an update as well as new higher definition art for Saber Personal Protection as he is able to. Please be patient as he doesn't have much free time these days. ---- UPDATE April-7-2022 ---- Hi everyone, After a long absence due to IRL issues, I'm back! I'm working on the new modular system for the suits which will replace crafted upgrades. Let me know if you have any thoughts! As the modular armor system won't be able to change the armors appearance due to base game restrictions, I plan on using either the headset or injector slot for 'skin' items. Again, feedback on this is encouraged and welcome. - Planed for the next version... - Reworked modular armors, with fewer crafted variants, and expansion slots to add capabilities and specialties - More colors options, as a separate item to avoid recipe clutter. - Better compatibility with, and reliance on class progression - a few fun extra items to enhance other parts of gameplay, like the radiophotovoltaic cell - Notes.... - Some items can not be crafted at all. This is intended by the original author as some versions of the armor are meant for his private group, and are not balanced / intended for public use. - Some recipes do not work right with item qualities. this may cause something to seem uncraftable if you don't notice the quality tag. try double checking your ingredients for this. - Anyone is free to translate this mod. The original author allowed others to translate and expand upon his work. That is how this update exists in the first place. It would be rude of me to try to stop that now.
Better Human Damage
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The damage to all of the body is increased. Head is almost instakill, getting shot in the torso without body armor will hurt alot and so on. Just a fun mod for more realism in damage. Note: Best usage in multiplayer.
Passive Experience [Outdated]
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NOTE: This mod is outdated as-of a long time ago. I apologize, but it's been a long time since I've played Barotrauma so I have not updated it in a while. I do not have any plans to update it any time soon, or at all. Hopefully someone else can, as it was a relatively simple mod. Again, my apologies. About the Mod: This mod passively increases the experience of your crew by 100 per minute. This mod is meant to assist groups that don't play very often but still want to experience more of the class progression. This passive exp gain will insure quick levels early on, and will become less and less impactful later in the game as the amount of experience required per level increases.
Drunken Sailor (OUTDATED - CHECK DESC)
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FOR ANYONE STILL INTERESTED IN THIS MOD:The mod has been moved into Life of a Sailor located here: https://steamcommunity.com/sharedfiles/filedetails/?id=2804594280 , no further updates or support will be provided for this mod as any future updates will happen in Life of a Sailor, thank you all so much for all the support and interest in my work here! Is Europa just a bit too depressing for you sailor? Yes? No? Maybe? Well then I have a fix to your problem!(disclaimer please drink with moderation the Europan alcohol foundation is not responsible for: addiction - liver damage - headaches - drunken violence - alcohol poisoning etc). Drunken Sailor is a alcohol brewing mod loosely based of real life brewing(very loosely) as it contains a heap of drinks that can be brewed in 4 new pieces of brewing equipment(placed in the sub editor or bought at outposts!). Brewing is currently divided into 4 phases, I will make a quick summary on all of them below. Phase 1 Mashing: First of all you must make your precursor/mash which is done with the use of a mashing vat and the mash ingredients. Phase 2 Brewing: Next up you must brew your mash with some yeast(sea yeast shrooms) in a brewing barrel, you should then have an impure version of the drink. Phase 3 Distilling: Now you must distil your impure drink into its final form using a distillery(only the distillery requires power) once that's done you may enjoy your drink or move onto phase 4(Mead and Cider do not need distilling). Phase 4 Aging: Optionally you may age your drink into a finer, more valuable version of itself using an aging cask(aging requires nothing besides your drink and patience). I hope that with that you may now start your brewing adventures! For Europa isn't such a bad place after a good drink. Have fun with the brewing, enjoy your drinks and embrace the abyss!
[Old] EKM Stiletto Mk-V
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Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. Stiletto Mk-V Heavy Combat Vessel The Stiletto class submarine is an advanced attack vessel with heavy armament for its size and many cutting edge systems. Its main battery consists of two heavy railgun turrets equipped with instrument assisted fire control system. An auxiliary thruster system provides improved maneuverability in combat, turbopump power provided by an onboard diesel generator. Hull armor features a partial citadel configuration for improved survivibility. However these improvements all come at a steep unit cost. Role: Attack Price: 27,500 Mk Recommended Crew: 10 - 14 Size: 51x11m Cargo Capacity: 20 Boxes Vessel Strength: 'Walking Warcrime' Vessel Maintenance: Standard Recommended Difficulty: High Recommended Crew Experience: Any Notable Features: - 4th Generation Standard Electrical Suite - In-Field Electrical System Tuning - 4th Generation Slow-Criticality Reactor - Engineering Bay - Medical Bay - Substantial Armory - Sonar Fire-control computer (H-railgun only) - Auxiliary Thruster System - Moderate Ammunition Magazine - Ballast Repair Safety Tag-out - Outboard Deconstruction Terminal Weapon Systems: - x2 Heavy Railgun (Heavy-Mount) - x4 Autocannon (Turret-Mount) - x6 Empty Hardpoint (Turret-Mount) Stock Reactor Trim: 0.00833 - 75 Official Guide to EK Submarines Due to the addition of new systems and mod items, reading the operations guide is recommended.
Salty Dogs
door 76561198082053682
Tame the Europan Abyss with the aid of loyal canine companions! This mod is a remaster of Barotrauma Extended's Guard Dog -- now featuring 3 types of dogs that can be bought at outposts. UP NEXT: Improvements to behavior as the base game is developed, and possible new pet variants. Credits to Çhiko for original sound files: https://steamcommunity.com/id/TehChiko/myworkshopfiles/?appid=602960 This mod requires New Frontiers Update and above!
Abnormalities
door 76561198316798946
A large mod intended to eventually add all of the content from the Project Moon universe into Barotrauma. All of the items in this mod have been painstakingly crafted to be relatively balanced - sure, you can get powerful gear, but you'll have to work quite a bit to get your hands on it. On Hiatus. The main features of this mod: - Abnormalities: Ranging from hostile to friendly, monstrous to cute, these creatures can either greatly benefit you or kill your entire crew depending on how you choose to confront them. Each one has its own unique design and abilities and should be approached with caution if you want to maximize your chances of survival. The rewards for overcoming these creatures are immense, however: E.G.O., or gear manifested from the psyche of these monsters, is a powerful tool for overcoming this world's hardships. Be careful when wielding powerful gear, however, or the mind of the monster might override your own... - Factions: Monsters aren't the only thing you have to worry about, there's also your fellow man. Syndicates, Corporations, and Fixers alike are all vying for power in this desolate world, and you've got no choice but to beat them to it. Ally with them or make enemies with them, buy their gear or take it off their corpses, the choice is yours. - Gear: The variety of unique outfits and weaponry you have to choose from is nigh-endless and you'll be sure to find an archetype that fits you. - Canned Knowledge: Craft it with research components and consume it to gain talents relevant to certain jobs, allowing you to make full use of special weapons. Research / Unlocking Content In order to unlock most of the powerful items in this mod, you have to research the blueprints first. Craft Research fragments to unlock blueprints which can give you or the entire crew access to special items. Blueprints are broken up into 5 tiers which need to be researched in order: Urban Myth Urban Legend Urban Plague Urban Nightmare Star of the City You can then create blueprints (ex. Urban Myth Blueprints (Crew)) using these fragments. These fragments are also used to create Canned Knowledge that give you access to special talents so you can replicate the power of certain individuals within the City. Links to the wikis for all 3 Project Moon games: https://lobotomycorporation.wiki.gg/ https://libraryofruina.wiki.gg/ https://limbuscompany.wiki.gg/ Patreon - www.patreon.com/OASIS0460 Playable Jobs - https://steamcommunity.com/sharedfiles/filedetails/?id=3434408996 Credits / contributors to this mod: Sweeper Gear: https://steamcommunity.com/sharedfiles/filedetails/?id=3040843233 Arbiter / Red Mist gear: https://steamcommunity.com/sharedfiles/filedetails/?id=2887690843 Laserman (sprited outfits like Seven Association) FAQ Q: Why can't I place the Enkephalin Processor? A: Place items, such as fabricators, with the RMB and E buttons. Q: Is there a wiki? A: No. Q: How do I interact with the factions? A: You can't interact with them yet. Q: How do I use boluses? A: Combine a bolus base with stabilozine for a random bolus, or a specific item for a specific bolus. Q: Which items are used to make boluses? A: Find out. Q: What are the best works for abnormalities? A: Find out. Q: Is this compatible with Dynamic Europa? A: Yes :) Q: Is there a Discord? A: https://discord.gg/8wRPd43TBy, here you can get early patch notes for the next update and see what it'll look like. You can also discuss this mod and other mods by me there. Warning: The "Item Optimizer" mod may break some of this mod's content, like containment chambers. On Hiatus.
[ENC] Physical Currency
door 76561198001664577
This mod adds a fun RP Currency to the game and a wallet to carry it in. I originally created this mod for our discord group so that we can have an on ship currency to let players purchase guns, ammo, and provisions from the quartermaster. It can be used to create an economy on the ship, and as a reward for successful missions. You can purchase Marks at the store for their face value!(See Important Notes Above) You can then use those to distribute as RP currency in the ship. HOWEVER! you can find Marks in wrecks of subs! That means you can actually find money you can then add to your campaign balance by selling the money back. Wallets can only hold the currency, and can be tucked away into an inventory, or tool chest, or what ever storage medium you like! Currently you can use the fabricator and the deconstructor to change between the value of the currency. Output Input Input Output We have a discord community Caedis and Company. Feel free to join in, and use the bot to add yourself a role for Barotrauma or other games you play! I also have a X (twitter) where I sometimes post updates of my progress, feel free to follow me there for any updates or to message me some ideas. If you want to talk directly with me on discord my username is Kaitodarksnow! I want to start keeping my mods up to date, and finishing them. I will be bringing all my mods up to date for the current game, and even finally finishing some mods I had collecting dust because the modding framework wasn't robust enough to do what I needed. I have a Ko-fi where you can donate money to my efforts and keep me fed and happy to continue my work, but only if you feel inclined to do so.
LuaCsClientSideEnforced
door 76561198067985351
Automatically kicks players that don't have Client-side LuaCs installed from the server, with instructions pointing out how to install it in the kick message. Useful for mods that require everyone to have Client-side LuaCs installed, such as Movable Wrecks and More Level Content. Timer for their client to respond is by default 60 seconds, and is paused during mod downloads, if by any reason this is doing false-positives, you can increase the timer by running lua LuaCsClientSideEnforced.KickTimer = 60 on the server console.
Project Tidebreaker // AAFS-V2 "Emberfall"
door 76561199215596830
|| The Atlas's Shipyards "Black Dragon" Has Come To Break The Tide || Classified As: Behemoth Class Submarine. Tier 3 Attack Cost 65000 Mk. Recommended Crew: 10-16 Dimensions: 128x25m || Atlas's Shipyards most valuable asset. || Come with on-board maintenance drone, combat drone and exploring shuttle. Have built in A.A.D.S. (Atlas Automatic Defense System) and sheer force to break through the Tide with reinforce front armor. The Powerful Submarine Armaments this include: A.R.C. -1X , A.S.A.C. -1X and formidable A.S.R.C. MK22X . || Credits || || Chinese language version(中文版) https://steamcommunity.com/sharedfiles/filedetails/?id=3582738667 || Other Submarine. || || ADAS-117 "Dragoon" https://steamcommunity.com/sharedfiles/filedetails/?id=3404628764 || ALCS-178 "St. Ecclesia" https://steamcommunity.com/sharedfiles/filedetails/?id=3439052125 || Heavy Escort Gun Ship Mk11 "Ironclad" https://steamcommunity.com/sharedfiles/filedetails/?id=3493883115 || new sub soon :)
Nanite Integration
door 76561198094534855
How come humanity is on Europe for so long and the technology is so scuffed? Being a submarine crew, you surely suffered a lot of minor and major injuries, perhaps even traitorship, so you surely will find use to those little nanobots. In this mod, there are: 2 utility strains; 6 medical strains of nanites, each specialized in assisting with specific number of afflictions; 3 amplification strains of nanites, each made to assist user in specific directions; 1 alien strains of nanites, oddly specific and not generally advisable, but very potent in their nieches. !!! THIS INFORMATION CAN BE READ IN-GAME, IF YOU WANT TO LEARN THE HARD WAY, YOU CAN PLAY IGNORING THE TEXT BELOW !!! Thing is, nanites all but one strain, cannot replicate over the Integration threshold and also need maintenance, so before injecting any nanites, you will need to undestand the Integration mechanic and the way to maintain them: Integration Level (IL) - each strain has several integration levels, which dictate functions and amount of nanites in body, higher level, more functions and more maintenance required. The mechanic is simple: Upon first injection, new strain starts with IL1, which unlocks the very basic functions and lets nanites replicate(given that decay is not intact) up to a threshold. When nanites hit the threshold, they stop replicating and cap at that. To attain IL2, you need to inject same strain again, but only when it reached current threshold, then next tier of functions and threshold is unlocked, with previous functions upgraded. If by any means nanite count falls below the previous threshold, IL is lost. Decay - nanites require maintenance, and a lot of it, each IL of ANY strain in the body (localized or otherwise) generates 1 or 2 decay per second, depending on strain. When Decay reaches 80 or higher, all nanites that require maintenance rapidly deteriorate until Decay regresses below 80. So let us proceed to the nanites: Nanite basis - base-material, unprogrammed functionless nanites, which can't be injected. Produced in Fabricator. Other types of nanites are produced in a Medical Fabricator, The Nanite Precursor - this basic strain of nanites must be injected before any other, these nanites will replicate over time towards their threshold, providing material and maintaining other nanites which may be injected afterwards. IL cap: 5 Decay Resistance Level (according to IL): 4/7/11/16/21 Coverage: Global | Torso Tip: For checking how many Decay is being generated and how many resisted, here is a rule of thumb - IL of precursor is 20% and for any other is 30%, so to get Decay using medical scanner you need to divide every non-precursor percentage by 30 (and multiply by strain cost). 'Ichor' Strain - this strain of nanites is created to treat outer flesh and skin injuries in specific location (or Limb) of injection. Nanites will treat burns and heal lacerations(IL1), mend bleeding and bite wounds(IL2), as well as with great effort eject bullets(IL3). IL cap: 3 | Decay: 1 Coverage: Local 'Kaltsit' Strain - this strain of nanites is created to treat inner machinations of organism and bones in specific location (or Limb) of injection. Points of focus will be damaged organs(IL2) and broken bones(IL1). IL cap: 2 | Decay: 1 Coverage: Local 'Mithridates' Strain - this strain of nanites is created to dissolve and eject toxins and poisons of various sources from the entire organism. Covered toxins are alcohol and excess opiates(IL1), deliriumine and morbusine(IL2), sufforin and cyanide(IL3). IL cap: 3 | Decay: 1 Coverage: Global | Torso 'Halesium' Strain - this strain of advanced nanites is created to assist in blood cell production and oxygen circulation. Moderately increases blood regeneration and consciousness recovery(IL1), replenishes minor amounts of oxygen, slowing down suffocation and very slowly deirradiates organism(IL2). IL cap: 2 | Decay: 2 Coverage: Global | Torso 'Cerebrate' Strain - this strain of advanced nanites is created to help recovering sanity of individual. Rearanges electrical impulses and neuron connections without harm to quickly recover from psychosis and ease hallucinations(IL1), inhibits opiate addiction from kicking in(IL2). IL cap: 2 | Decay: 2 Coverage: Global | Head 'Asclepius' Strain - this strain of advanced nanites is created to resist parasites and muscle degradation. Briefly slowes down husk infection process and inhibit any paralyzants from mucles(IL1), kills and dissolves remnants of husk parasite(IL2). IL cap: 2 | Decay: 2 Coverage: Global | Left Leg Precursor Deactivator - this utility strain's main function is to quickly destroy all precursor in the organism over 12 seconds or so, leading to full nanite sterilization in case of need. Amplification nanites - such strains of nanites grant it's host direct benefits, unlike medical, which only rejuvenate one's body. 'Armstrong' Strain - scope of this amplification strain is enlarging one's muscular mass and increasing body density to withstand incoming damage. Increases melee damage, hardens in response to physical trauma(IL1) and keeps body from being pushed away by strong currents of water(IL2). IL cap: 2 | Decay: 2 Coverage: Global | Right Arm 'Driver' Strain - for those who find themselves lacking speed for the task, such strain of amplification nanites is created to increase reaction speed and motorics. Increases running, swimming and attack speed(IL1) and allows individual to work with machinery and electronics faster, resulting in increased repair speed(IL2). IL cap: 2 | Decay: 2 Coverage: Global | Right Leg 'Beholder' Strain - amplification strain, designed to sharpen one's vision, allowing for higher firearm accuracy(IL1) and extreme dexterity with intricate machinery maintenance, resulting in much more qualite results(IL2). However, it was reported and logged, that vision becomes so sharp that individual was able to see specific particles of light, causing ever so slight prismatic effect on their line of sight. IL cap: 2 | Decay: 1 Coverage: Global | Head There is no man-made nanite past this point. Proceed at your own risk. Xenotech nanites - poorly understood with even more poor researches conducted, these alien nanites were reported to be found in ruins. Attempts to inject them proved to be productive, however they seem to drain upon precursor at higher pace than any other known nanites, and side effects were proven to surface upon further inspection. 'Lanius' Strain - xenotech strain, presumably created by past inhabitants of Europa to protect themselves from pressure, fire and, for whatever reason, oxygen. After injecting such a materia, severe changes in physiology are expected. Skin covers in a thin layer of metallic compound, which seems to repel heat(IL1) and increase structural integrity, resisting, but not completely, high underwater pressure(IL2). Additionaly, individual may find itself being less strained by low oxygen levels(IL1) or even completely ignoring it's lack at all, at higher levels of nanite coverage. IL cap: 2 | Decay: 3 Coverage: Global | Left Arm A little warning: when injecting any nanites, there may be instant side-effect afflictions that may or may not cause problems if patient is not healthy. Material costs and spawn rates of injections in ruins may or may not change in the future. I am open to suggestions on this aspect of balance. Bots may not like being injected. Same goes with karma.
EK Solace Mk-I
door 76561198059085511
Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. EK 'Solace' Mk-I Geological Survey Vessel "The 'Solace' class frigate is a prospecting vessel designed for exploration and geological analysis. A rugged monohull with decent maneuverability and self defense capability; as well as carrying mineral scanning equipment, processing equipment, and two unmanned MSD submersibles. It's variety of capabilities makes the Solace class very popular in expeditionary & mining operation support roles. However it's small cargo capacity makes it unsuitable for large scale mining." Role: Scout ( Survey / Research ) Tier: 2 Price: 20,000 Mk Recommended Crew: 6 - 8 Size: 41x12m Horizontal Speed: 20 ( 23 with upgrades ) Vertical Speed: -19,25 Cargo Capacity: 12 Boxes Magazine Capacity: 15 Boxes Vessel Strength: Low Vessel Maintenance: Normal / Small-Crew Recommended Difficulty: Medium Recommended Crew Experience: Any Notable Features: - Mineral scanner - x2 Unmanned survey drone - Engineering room - Medbay - Small armory - Docking port power transfer - Drainage duct system - Brig Weapon Systems: - x2 Coilgun (Turret-Mount) - x2 Empty Hardpoint (Turret-Mount) Stock Reactor Controller Trim: 0.02 - 75 Stock Battery Controller Trim: 101 - 15 M.S.D. Unmanned Submersible "The venerable Delhi M.S.D. (Mineral Survey Drone) is an advanced self-contained remotely-operated submersible. Small enough to fit inside many of Europa's ice caves, reasonably long range, and armed with a standalone coilgun. The M.S.D. can survey cave systems alone, or assist in coordination with diving survey teams." Role: Drone Size: 3x2m Cargo Capacity: 20 items Weapon Systems: - x1 Coilgun (Turret-Mount) Ammunition loading & overhead bustle can be accessed while docked. However manual repairs can only be done from outside the hull due to limited space access. Drone Command Frequency Band: Max rated range: 1.5km Command In: 4111 - 4131 : { Navigation } Navigation vertical channel 4112 - 4132 : { Navigation } Navigation horizontal channel 4113 - 4133 : { Pulse to Toggle } Docking control 4114 - 4134 : { Pulse to Toggle } Power mainline 4115 - 4135 : { Camera } Turret position 4116 - 4136 : { Pulse } Turret fire Telemetry Out: 4121 - 4141 : { Navigation } Drone sonar data feed 4122 - 4142 : { Boolean } Power mainline status 4123 - 4143 : { Percentage } Battery charge level 4124 - 4144 : { Percentage } Ammunition level 4125 - 4145 : { Boolean } Damage sensor Item prefab for drone command terminals. I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented? -with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now. ( Also expect that potential "EK mods remaster" to not happen after all )
EK Aboa Mk-I
door 76561198059085511
Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. EK 'Aboa' Mk-I Short-haul freighter The even-smaller cousin of the Revuk. The first in a new series of starter-tier submarines for small campaign crews. "The Langrek Enterprises 'Aboa' class freighter is a tiny, specialized short-haul freighter. Equipped with extremely basic crew accommodations and limited range, the 'Aboa' is primarily designed for frequent short-duration hauling between small local outposts. Featuring only a small powerplant & electrical system, navigation system, and light armament for fending off the occasional rogue crawler that wanders into it's shipping lane." Role: Transport ( Cargo Freighter ) Tier: 1 Price: 4,500 Mk Recommended Crew: 3 - 5 Size: 32x9m Horizontal Speed: 20 ( 24 with upgrades ) Vertical Speed: -19,27 Cargo Capacity: 36 Boxes Magazine Capacity: 6 Shells, 6 Boxes Vessel Strength: Very Low Vessel Maintenance: Very-Low / Tiny-Crew Recommended Difficulty: (Starter) Recommended Crew Experience: Experienced Notable Features: - Large cargo capacity - Medical cabinet - Small arms safe - Drainage duct system Weapon Systems: - x2 Coilgun (Turret-Mount) - x1 Empty Hardpoint (Turret-Mount) Stock Battery Controller Trim: 101 - 15 I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented? -with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now. ( Also expect that potential "EK mods remaster" to not happen after all )
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