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Mods & plugins voor Barotrauma

81.000+ mods beschikbaar Bron: Steam Workshop ↗

Deze catalogus bevat 81.000+ 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.

Posters - anti clown – Barotrauma Mod

Posters - anti clown

door 76561198045066366

some anti clown posters i made, to spread awareness

310 downloads Details →
Valkyrie Mk.XXXVII Submarine – Barotrauma Mod

Valkyrie Mk.XXXVII Submarine

door 76561198137074389

Valkyrie Mk.XXXVII Attack Submarine is an old military submarine of the Europa Coalition. The history of this type of vessels can be trace back to the earliest days of colonization of Europa. The Valkyrie Mk.37 attack submarine was originally designed to operate in the planet Earth by navy across different nation-states. But after a series of modification, it is able to operate in the hazardous environment on Europa. |Maximum underwater speed: 16.5 Knots (30 km/h; 19 mph) |Armament: |1 Railguns |3 Torpedo Launchers |6 Coilguns |7 Electricity Dischargers |1 Depth Charge Launcher |1 Decoy Launcher Luna Class commuter shuttle Type.37 (Manual/Remote control) |Armament: |1 Chain gun |1 Depth Charge Launcher (Decoy) |2 Electricity Discharger Suggested crew numbers: 15+ (player/bots) WARNING: 1. You need to subscribe to required mods in order this submarine to work properly. 2. Please turn on the power before using the shuttle, especially when operating it with remote control. When operating through the remote control navigation terminal on board, please keep the power of shuttle's navigation terminal off. 3. When using the anti-submarine guided torpedo, please only fire when target is acquired and turn off all sonar (switch off the "COMMAND" power switch in the CIC). ---Design and made by Valkyrie.Yukikaze NOTICE: The goal of my submarine design is to creates a realistic or semi-realistic submarine that is good for role-play. The internal decorations is means to create a aesthetic living environment that is immersive. Credits for the authors for MultiCam System, Apo-4 (Gate), Fubuki (antenna), Visual Variety Pack & Minetorped Mod. Design is inspired from Type XXI U-Boat, Victoria Class Submarine, Surcouf submarine & Belgorod class submarine. If your like my work and want to subscribe to other of my work, please visit subscribe links down below: Valkyrie Mk.VII(E) Gunboat https://steamcommunity.com/sharedfiles/filedetails/?id=2256270963 Valkyrie Mk.VII(F) Gunboat (With Luna class commuter shuttle) https://steamcommunity.com/sharedfiles/filedetails/?id=2473553038

206 downloads Details →
Zhakarov Research Vessel – Barotrauma Mod

Zhakarov Research Vessel

door 76561198179058926

TIER 3 SUBMARINE. The Zhakarov is a science vessel majorly aimed to please RP players. On this ship, the medics should be on top the of hierarchy and the captain second. The "medbay" located at the center of the ship is a complete laboratory and can only be accessed by medics. Inside is a hangar with a shuttle. It's not a sub for warfare but has adequate defenses. Medics are expected to conduct experiments such as gene splicing, husk and mudraptor egg studies. Linked terminals, containment rooms, cells, cameras & more. BE WARNED: This sub is very large. It may cause FPS issues for lower end computers. It is also too big to do the final level of the game. Reducing its size is just too much work and I will not do that. Additional info: - There are three terminal connections. You can use them to communicate across the sub without distance problems. You can mess around and use them to plot a mutiny or you can use them to inform crewmembers that you need this or that... Or you can rewire everything and do your own thing. The power of terminals is underestimated in this game. Your imagination is your limit. To avoid confusion, I changed their colors according to their "channels". 1) The main, public terminals ( default color ) - 6 of them are connected together throughout the ship. 2) The private Lab/Command terminals ( red ). Only those two can communicate together. 3) The Shuttle/Lab terminals ( blue ). By default, they are set on the same WI-FI channel. You can communicate wirelessly on a very, very long distance. - Warning: It's about 35% bot-friendly at the moment. They know their way around the ship, fix stuff, get on the periscopes and everything, but they may get stuck in the duct, which means you can't rely on them 100%. It seems that some areas are problematic for them, which is understandable because this sub has a complex design compared to most. Keep in mind that some areas are only accessible with certain IDs, namely the laboratory/shuttle area. This will lead those without doctor IDs to run around like headless chicken if they are hurt unless you grant them access to meds, and they will get stuck somewhere if something is broken and they want to fix it without having the proper ID. If you are playing solo, I suggest to hire doctors prior to purchasing this sub or to simply open and unwire the doors so they remain open. I have recently made some changes to AI waypoints, trying to find a way to make them behave better, but the duct seems to be an issue that I might never be able to fix. If you do play with bots, it would help me if you gave me reports on bot behavior, and if you have ideas to solve bot issues, they are more than welcome. Anyway, what I'm basically telling you is that this sub should be played in multiplayer with real people. - By default, there is only one fuel rod in the reactor. I recommend adding another one for optimal results. There's enough fuel rods in a cabinet to keep you from worrying about fuel for a bunch of missions if you're using it in campaign mode. - The ballasts are all in one big room ( that should be the cause of many screams because it's dimly lit ) except for two pumps. There is a pump located to the bottom right and one next to the lab. These two operate as ballasts but also as emergency pumps should there be a flood. - Talking about flooding, this sub is made to survive much longer should there be a major hull breach. Many hatches will open if water is detected and they should normally lead the water down to the ballasts. This is to prevent machines and electrical components from being in contact with water. If you prefer to rely solely on duct blocks and pumps, you only have to unwire the water detector to the hatch(s)' OR component. There's also a possibility of turning a few pumps off to save energy since some of them are just there to give a hand to the duct blocks so the water can drain faster. - As stated, there is moderate weaponry to protect the ship considering its size, but there is a railgun at the front and a very effective ( faster ) coilgun to the back next to the hangar entrance. There are other coilguns as well and a few spots to send electrical discharges. There's also one depth charge tube. It can destroy anything, but its size may prove to be an issues sometimes. - There is a "patient room" underneath the armory which can serve as a cell if you have problems with some people, but it also serves as a secondary medbay if you want. You can also use the holding cell/blast room within the laboratory - there you can safely conduct experiments on unwilling test subjects and observe their behavior through the glass and through a camera - located within the main lab room is a periscope to keep an eye on your progress. - You will find out that there are many secrets within the sub. There are, for example, a bunch of clown suits hidden in various places. There's a lot of potential for shenanigans within this sub. It's a sub made for those who aren't afraid of people messing around. The "duct" that goes underneath the lab is probably going to cause a lot of fun/troubles. There are no lights there, perfect place to hide your victims. You can, for example, gain access to the lab, armory or cell by plasma cutting your way in. Be careful however because the end of the duct leads to outside of the ship, near the motor blades!!! - I think too many subs have emergency lights that simply don't do the game justice when it gets dark. Well, in the Zhakarov, when it gets dark, IT GETS DARK. You'd better take a flashlight right away because there are no emergency lights if the power runs out. This is done because I like getting scared in Barotrauma and it's hard to get a jumpscare effect when you can see everything. There are a lot of flashlights in supplies cabinets across the sub and enough material to fabricate more. - The shuttle itself is battery-powered but I've changed the properties so they have a lot of power reserves. There is an emergency battery located at the top right in case you lack power. You can also, of course, recharge the batteries by wiring them to a junction box within the sub. - There are two engines to propel the ship. I've modified their properties so it can be more fun overall. They consume twice as less power as a regular engine, but I've kept all the other default properties untouched. This means they can deliver twice the power of a single engine for the energy cost of one. Therefore, you can decide whether or not you will have both of them running at the same time. The ship can move with just one engine, it'll just be slower. - I've left some junction boxes and batteries with no wires attached to them so if you want to connect things and play with wires, you have some possibilities there... Should be helpful during long campaigns. - The name is derived from "Provost Zakharov", a character/faction in "Sid Meier's Alpha Centauri". If "Henk Corp" is familiar to you, it might be because I usually play as Mister Henk, Doctor Henk, Captain Henk, Officer Henk, Engineer Henk or Mechanic Henk. :) Henk Corp is my personal Barotrauma RP world. Don't be afraid to tell me if you encounter any type of issues... It took me a while to make this sub so I'll do my best to make it perfect over time. Have fun!

217 downloads Details →
No Level XP Increase – Barotrauma Mod

No Level XP Increase

door 76561198053924731

Changes the xp per level formula to scale linearly, giving players consistent talents throughout the campaign Before: 450 + 500 per level 450 -> 950 -> 1450 -> 1950 -> and so on After: 900 + 0 per level 900 -> 900 -> 900 -> 900 -> and so on Requires client side LUA Don't ask me about compatibilities or anything I ain't gonna check. Probably gonna work with most things tho "Why 900, why not 450?" 450 is pretty low, just double the xp multiplier in the server settings if you want that

449 downloads Details →
More Drinks + Plants [LEGACY] – Barotrauma Mod

More Drinks + Plants [LEGACY]

door 76561198829833818

This mod is no longer actively maintained, feel free to fork it however you like. More Drinks + Plants More Drinks + Plants adds 22 new Europa viable drinks and 6 new plants, makes existing ocean plants plantable in the planter box, and gives all 16 plants their own beverages. New plants - Added 4 new plants(Uses the unused assets from the game file). - Pomegrenade, Raptor Bane, Tobacco vine and Saltvine plants grow much faster and produce more often (around 3x more). - Slime Bacteria, Sea Yeast, Fiber Plant, Elastic Plant and Aquatic Poppy can now be planted in a planter box and be farmed. New drinks - Added 22 new drinks, try them out! (All of them have their own effects) - You can find all the drinks in the vending machine (some are quite rare, though). - Merchants may sell the drinks too, including energy drinks (some are sold by clowns or husk cultists only). - Make the protein bar(Elastic plant) and energy drink(One of the new plants) craftable. - All plantables in the game have a corresponding drink to craft. - Applying the drink to the health HUD or force-feeding it to others will make a splash instead of force-feeding them (No more worries about someone giving you nausa/concussion from the force feeds). - You can withstands ~2.5x more alcohol. Mix it up - You may make a cocktail with any alcohol base + mixtures combo (Example: Rum + Energy Drink) with the display cabinet. The resulting drink has a similar effect as drinking both drinks at once. - Once a cocktail is created, the only identifiable information about its origin is its color (There are 88 different cocktails, good luck remembering all 88 of them); you may now craft some random cocktail and have someone drink it in complete oblivious. - Displays your beverages with a detechable and craftable display cabinet. Layback assistant & relaxed job - The assistant can now spawn with one of the 5 selected drinks. - Removed the limit for Medical doctors and Security officers, they may rest and take a drink now. Load order (Put the mod at the bottom): <Any Mod> More Drinks + Plants

303 downloads Details →
[OUTDATED] Bathy Shuttle – Barotrauma Mod

[OUTDATED] Bathy Shuttle

door 76561198116547390

This is a small shuttle, based on the model of a bathysphere. is required for this submarine: https://steamcommunity.com/sharedfiles/filedetails/?id=2946547720 Features: • Double strength walls. • Navigation terminal whith mineral scanner. • Switch for Pulse Laser. • Bot friendly. My Workshop: https://steamcommunity.com/id/STALKERw40k/myworkshopfiles/?appid=602960

238 downloads Details →
[RH] Herebus – Barotrauma Mod

[RH] Herebus

door 76561198275706181

Completely Vanilla (Translation Friendly/翻译友好) The Herebus is a (mostly) balanced campaign starter with plenty of potential for upgrades Being one of few, the Herebus mostly manages to do all things necessary for an

245 downloads Details →
Mountable Guitars – Barotrauma Mod

Mountable Guitars

door 76561198006465244

It's finally here, tired of seeing Engi's guitar bouncing around every time the Captain fails to tell everyone about the Hammerhead bearing down on you like an old earth pitbull on a child walking down the street? This one is for you! Put that guitar in a Weapon Holder, put it in a cabinet. Just put it away. Works fantastic with our sister product, Longboi Lights! https://steamcommunity.com/sharedfiles/filedetails/?id=2823205433 Possible future plans: Placeable weapon holders Other mounted instruments (just cus) Special thanks to Crazy Ivan and UberPendragon for helping make this as cool as it is

305 downloads Details →
Citadel Class Capital Ship – Barotrauma Mod

Citadel Class Capital Ship

door 76561198173417054

LORE: A massive exploration vessel, the Citadel Class Capital Ship is the largest class of submarine in the Coalition Fleet. More of a moving outpost than a submarine, the Citadels were designed to serve as logistics hubs and command centers for expeditionary Coalition Fleets. With their cavernous cargo holds, a single Citadel could keep itself and a small Coalition fleet supplied for months on end without resupply. The Citadels sport many features that make them excellent expeditionary subs. Plenty of storage for all manner of supplies, a Greenhouse to grow plants, every type of crafting and research facility a submarine could need, plenty of accommodation for crew, a spacious command deck, a brig to imprison naughty separatists, lavish decks with large windows to impress passengers, and a moonpool to enable divers to quickly loot wrecks or explore caves/ruins. The Citadel also serves as a carrier, with a modified Venture Class Mining Shuttle and a Mini Drone as escorts. The Venture is more used as a supply and support ship, to support divers, transfer crew and cargo between ships, and serve as a taxi for when the Citadel is too large to moor at smaller outposts. Purely a utility vessel, the Venture is unarmed and unarmored. Using it for combat is not advised. The Mini Drone on the other hand is designed to be a combat drone. Whether it’s scouting ahead of the fleet, clearing a nest or cave, or covering the Citadel's blind spots, the Mini Drone acts as a mobile coilgun. However its small size limits it to strictly combat or scouting roles. As powerful as the Citadel may sound, they are not perfect vessels. Their "Big Boy" Locomotive Style reactors are of an antiquated design. Despite having more power than a small country, the "Big Boys" devour fuel and are more intense to operate than a typical reactor. The Citadels are also sluggish in comparison to most smaller craft. Their Olympus Mk2 dual engines are incredibly powerful, in order to move the massive sub, but were designed for long distance cruising, and not speed. As a result the Citadel will have a hard time outrunning much of anything. The Citadels were not designed as front line combat vessels, but they do come with a sizable weapon suite, allowing the lumbering beast to hold its own in a firefight. You may not be able to outrun anything in a Citadel, but its weapons provide decent coverage of the ship and its thick hull can take an obscene amount of punishment. Because of its many systems and massive size, it is recommended that only a large and experienced crew operate the Citadel. Being put in command of a Citadel was the more prestigious honor a Coalition captain could earn, and most Citadel captains ruthlessly drilled their crew to operate the subs at peak efficiency. One Citadel, the Emperor of the Stars, serves as the personal flagship of the Coalition commander. Clad in shiny red armor, belching clouds of oily smoke, and with its imposing stature, a Citadel commands the attention of all it encounters. However, a change in strategy for the Coalition is causing the Citadel to become obsolete. Gone are the days of Citadels leading expedition fleets into the unknown, blazing the way forward for eager settlers. The habitable areas of Europa have all been discovered, mapped, and settled where possible. With the rise of the Jovian Separatists, and the closing of the frontier, the Coalition has been switching to more anti-piracy and policing operations, reducing the need for fuel thirsty juggernauts like the Citadel. While the Coalition does keep a handful around for use as flagships for the elite, troop transports, logistics vessels, and parade use, a large number of Citadels have been surplussed out to wealthy captains or sent to the breakers. Civilian service has given the Citadel a new lease on life, where they’ve been serving as bulk freighters, civilian research vessels, salvage ships, and a whole myriad of specialist uses. One surplus Citadel has even been retrofitted into a cruise liner for Europe’s wealthy. With its guns removed, gold fittings, fresh coat of white paint and spacious cargo hold turned into cabins, the Jovian Oasis has become a favorite of Europa’s aristocracy. You have been given the opportunity to command a surplus Citadel, do with it as you please. Join the ranks of the Coalition Elite, or turn the titan against its former owners, the choice is up to you. OVERVIEW/PURPOSE: I designed this ship to kind of do a little bit of everything. Its set up to hoard a lot of items, explore wrecks/caves/ etc, be decent in combat, fun to operate/unique features, etc. I designed it for campaign use, and it would be best operated by a large crew. I did as best I could to make it work for singleplayer as well, bots do ok with this ship from my testing. I will be doing lots more with this sub to try and continue to iron out any kinks I find. I think this sub would work good for single missions/multiplayer as well. I tried not to make it too OP, but with trying to make it enjoyable in any setting its probably not perfect for any play style. Anyway, I hope you enjoy the sub, and please feel free to let me know if you would like to see certain improvements or find bugs that need fixing. You are welcome to do whatever you wish with this sub, just please always give me credit for the original design, thank you. GENERAL INFO: Class - Tier 3 Transport Size - 93m x 27m Horizontal Speed - 16 km/h Descent Speed - 13 km/h Ascent Speed - 18 km/h Recommended crew - 1 Captain of course, 1 medic, 4-6 gunners/security, and multiple mechanics/engineers/assistants to keep all the machinery going. Your crew can be pretty much as big as you want with this sub. SUB FEATURES Two Airlocks and Moonpool on bottom of ship Artifact storage adjacent to moonpool All chairs and benches are interactable, all bunks are able to use the top bunk as well Engineering room features item specific storage and a mineral scanner 3 Logbooks (located in entryway, nav room, and reactor room) go in more depth about specific features Plenty of storage for all types of items Feature rich command deck 1 chaingun, 1 double coil, 1 raingun, 2 pulse lasers, one hardpoint. 1 front mounted coil and 1 depth charge launcher Powerful reactor with auto control Working telescope in observation room Both types of fabricators and deconstructors Research lab and plant greenhouse CCTV security room with cameras and a brig that can execute prisoners Shuttle and Drone Ballast Flora mode Decorative rooms for RP and aesthetics Much More! More Icons and Custom Icons are needed for this sub CREDITS - Link to document for credits for features and assemblies I used on thus sub https://drive.google.com/file/d/1p9qsjiQn3BmBvz3qj-5qbS7O9Mg6CDy7/view?usp=drive_link

365 downloads Details →
Serjé – Barotrauma Mod

Serjé

door 76561198093965286

Coalition frontier vessel. Serjé submarines are well-suited for carrying out logistics and infrastructure tasks at fringe colonies, where the foothold of humanity is not that strong yet. Decently armed, able to transport supplies in bulk, and equipped with a compact shuttle to help with scouting or unloading cargo. - Price: 33,600 mk - Class: Transport, Tier 3 - Dimensions: 55x16 m - Crew: 6-12, Experienced

322 downloads Details →
AS-1 Grey sentry class - Small motor gunboat – Barotrauma Mod

AS-1 Grey sentry class - Small motor gunboat

door 76561199231450026

【The AS-1 gray sentry class - small motor gunboat 】is a cheap, small, fast motor gunboat with a certain amount of defense and firepower, often used for shallow sea mobile reconnaissance and support. ——————This ship is a T1 reconnaissance submarine—————— hull: ① The ship is 21m long and 10m high ② The average blood volume of the shell is 250, and most of the shell has a double-layer structure of inner and outer walls weapons: ① There was an electromagnetic gun above the ship and two laser guns, a battery gun below the ship and a turret base. Power: ① Medium-sized propeller with thrust of 670 is adopted. The maximum forward speed of integrated ballast bin ② is 49km/h and the maximum diving speed is 23km/h. Equipment: ① The ship has no processing equipment. ② The ship has a ship exit (the top interface is only used for docking). ③ The ship has a 2 × 4 cargo warehouse. price: ① The ship costs 2500 marks to purchase.

261 downloads Details →
Pickaxe-class Attack Sub – Barotrauma Mod

Pickaxe-class Attack Sub

door 76561198244432314

sex

121 downloads Details →
Liquid_Oxygen_Generator – Barotrauma Mod

Liquid_Oxygen_Generator

door 76561199078413440

An improved version of the oxygen generator It allows for faster filling of oxygen tanks and grants the ability to refill liquid oxygen tanks can produce solid liquid oxygen blocks Made in the fabricator, it is installed like a portable pump, waterproof, EMP resistant, requires electricity connection Solid liquid oxygen blocks require two bags saline to made. decompos to obtain liquid oxygenite like oxygen stones, will explode upon impact

388 downloads Details →
[Pulsar]U-025 – Barotrauma Mod

[Pulsar]U-025

door 76561198819063472

设计方向为单人船,也适用于4人以内一同游玩 初始物品数470 尺寸:潜艇内部空间20x5m 火力:轨道炮x1+电磁枪x3+深弹x1+线圈x1 机动:初始水平40,下潜24,开启下潜模式29 载货:防水集装箱x1,共12箱 其他:潜水服柜8个,床位2个,座位6个,出舱口2个 电磁枪有自动功能,开关在驾驶室 潜艇外部照明功能,开关在驾驶室 8向接敌方向指示/警报,开关在军械库 垃圾桶,可以通过连接的分解机把金属箱等丢出船外,此分解机无供电

324 downloads Details →
Mexirion – Barotrauma Mod

Mexirion

door 76561198393396397

A cargo submarine designed by the leader of the only Mexican group who came to europa formed by engieneers of all the states , this submarine is made for hauling huge ammounts of cargo in the early days of the european ridge, a common sight here hauling cargo and supporting the economy between outpost

275 downloads Details →
Hell's Angels Mk2 – Barotrauma Mod

Hell's Angels Mk2

door 76561198278663698

By Campbell. Pirate version

169 downloads Details →
Spacetime Trauma Mk 1.8 – Barotrauma Mod

Spacetime Trauma Mk 1.8

door 76561198027511518

A newly refurbished bubble shaped and compact DEEP DELVING submarine, reinforced with stronger glass and salvaged military weaponry. Survives hammerhead attacks no problem! Recommended 3-8+ players. Solo play: 4+ bots Features: Triple hull thickness Stronger glass on 4 corners 6 Coilguns 2 Railguns 1 Depth charge Lots of storage for beginner and endgame campaigns (supplies not included for more difficult progression and use of stores). Basic supplies to start. REQUIRES MODS: Better Glass (stronger glass) https://steamcommunity.com/sharedfiles/filedetails/?id=2252359829 Layout referenced from the co-op game Lovers in a Dangerous Spacetime. Credits: Non-spagetti Airlock by ChargingTitan/Slyslinkadink22

181 downloads Details →
Murder-Chopper – Barotrauma Mod

Murder-Chopper

door 76561198888370538

A helicopter-type crew transporter for missions, rp and pvp. Includes a stationary 'base' for more convenient use. Base submarine is no my design, its an edited beacom from Beacons Extended mod. Any version of EK Gunnery and EK Dockyard will do as far as i know.

347 downloads Details →
RIC-1 Icebreaker – Barotrauma Mod

RIC-1 Icebreaker

door 76561198390501641

Level: III Class: Scout Cost: 35000 Reactor power: 9000 Large motor power: 400 Small motor power: 200 X speed: 22-23 km Ascent speed: -19 Dive speed: 18 The submarine has advanced auto doors with water and smoke sensors. Initially, the doors are automatic, but if there is water or fire on any side of the door, the door becomes semi-automatic. There are also lamps on the door that indicate a problem on the opposite side of the door (Blue - water, red - fire) Original door: https://steamcommunity.com/sharedfiles/filedetails/?id=2501434934 Also on the submarine in the gun compartment there is a special “monitor” that shows when there is a monster INSIDE the submarine. It also turns on the alarm. Each room has its own detector. The detector only works on living monsters. Under the medical bay there is a place for plants with a pump that automatically extinguishes the fire. In the Captain's cabin there are levers that force the pumps to pump water out of the ballast. After which, the pumps are turned off. Especially against flora (P.S. The system does not release an incendium grenade. In my opinion, this is wasteful. You can deal with flora yourself, considering that the water is in there will be no ballast). Also in the captain's cabin there is a periscope, which switches the cameras inside the submarine. The switching occurs in a serpentine manner from top to bottom or bottom to top. The submarine has advanced automation. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3255357257 The submarine has an underwater motorcycle "Skyter" as a shuttle. In order to control it, you need to sit in the chair and press the "P" button in front of the screen. After which you will go to the gun. In order to swim, you need to hold down the LMB. The motorcycle undocks automatically when you start moving. If you stop moving near the docking port - automatically docks. When you double-click, you switch to the active weapon and can shoot. Through the monitor, you can turn on the sonar or change the weapon to a single-shot railgun. The motorcycle does not take damage and does not require recharging (a structural feature). Original motorcycle: https://steamcommunity.com/sharedfiles/filedetails/?id=3014307661 Уровень: III Класс: Разведывательная Стоимость: 35000 Мощность реактора: 9000 Мощность большого двигателя: 400 Мощность малого двигателя: 200 Скорость X: 22-23 km Скорость всплытия: -19 Скорость погружения: 18 На подлодке присутствуют продвинутые авто-двери,с датчиками воды и дыма. Изначально двери автоматические,но если с какой либо стороны от двери есть вода или огонь - дверь становится полуавтоматической.А так же на двери есть лампы,сообщающие о проблеме с противоположной стороны двери(Синий - вода,красный - огонь) Оригинал двери: https://steamcommunity.com/sharedfiles/filedetails/?id=2501434934 Так же на подлодке в орудийном отсеке есть специальный "монитор",который показывает когда ВНУТРИ подлодки оказывается монстр.Он так же включает сигнализацию.В каждой комнате есть свой детектор.Детектор работает только на живих монстров. Под медблоком есть место для растений с насосом,который автоматически тушит пожар. В каюте Капитана есть рычаги,которые заставляют насосы выкачивать воду из балласта.После чего,насосы отключаются.Специально против флоры(P.S. В системе нет сброса воспламенитовой гранаты.Как по мне,это расточительно.С флорой можно справится и самому учитывая,что воды в балласте не будет). Также в капитанской каюте имеется перископ, переключающий камеры внутри подводной лодки. Переключение происходит змейкой сверху вниз или снизу вверх. На подлодке присутствует продвинутая автоматика. Ссылка: https://steamcommunity.com/sharedfiles/filedetails/?id=3255357257 На подлодке присутствует подводный мотоцикл "Skyter" в качестве челнока. Для того чтобы управлять им,нужно сесть в кресло и нажать на кнопку "P" перед экраном.После чего вы перейдете к орудию.Для того чтобы плыть нужно зажать ЛКМ.Мотоцикл отстыковывается автоматически при начале движения.Если прекратить движение возле стыковочного порта - автоматически стыкуется.При двойном нажатии вы переключаетесь на активное орудие и можете стрелять.Через мониотор можно включить сонар или поменять орудие на однозарядный рельсотрон. Мотоцикл не получает урона и не требует подзарядки(особенность строения).

325 downloads Details →
Docking Airlock with Flooding – Barotrauma Mod

Docking Airlock with Flooding

door 76561198046870932

Are you tired of seeing submarines with a top airlock and a separate docking hatch? Or maybe you want a proper flooding airlock for you sub? Introducing... Proper Docking Airlock, that will allow you to open and close while docked, and act as a normal airlock during normal operations. The airlock will flood once you try to open it, and open automatically when it reaches 90% water in the room. OR you can override it by clicking the button again, to open it immidiately. Separately there is another airlock that doesn't have the docking function. Just wire the pump... These two assemblies were made for my submarine Levski Class MkX https://steamcommunity.com/sharedfiles/filedetails/?id=2414825380 Cheers!

250 downloads Details →
The_Medical_Syringe – Barotrauma Mod

The_Medical_Syringe

door 76561199078413440

from the battlefield 1 Ah! Sani! This is used to revive your dead robot friend. no need to restart now As long as there are bodies left, it is very friendly to players wants who collect all unique characters. It will give an adrenaline effect and a 100% reapertax. use as melee weapon need: --1 endwormshell

370 downloads Details →

[冥河]机械降神-机娘整合包

door 76561199653706276

整合了机械降神.故里遗产、以鲜血淬火、心愿罗盘mod的7款外骨骼机娘与外骨骼置物架mod,并进行了一定优化

421 downloads Details →
Haruka~遙 拟化 – Barotrauma Mod

Haruka~遙 拟化

door 76561198129129355

来自Bilibili VUP:Haruka_遙 画师:Molatofu Mod修改:Sonic853 需要前置mod,不使用可能会有肢体位置错乱: 木卫二萌化计划

276 downloads Details →
Combinable Fire Extinguishers - Neurotrauma – Barotrauma Mod

Combinable Fire Extinguishers - Neurotrauma

door 76561198255769711

Simple override modification of Extinguishers for Neurotrauma. Place this above Neurotrauma in modlist.

307 downloads Details →

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