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Mods & plugins voor Barotrauma
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.
娘化整合N
door 76561199111474535
有能力请支持https://ifdian.net/album/2223d8b8c97f11edb62f5254001e7c00
Dynamic Europa - Large Map Size Patch with Slower Jovian Radiation (25% Speed)
door 76561198155892239
Load Order: Dynamic Europa - Large Map Size Patch with Slower Jovian Radiation (25% Speed) DynamicEuropa - Large Map Size Patch Dynamic Europa The original Large Map Size Patch is not actually required for the use of this mod, but supporting it is a requirement mandated by me, so just follow the Load Order and everything will work perfectly. -------------- Implements the Large Map Size Patch to Dynamic Europa while adjusting the Jovian Radiation to move at 25% of the normal speed. Also updated the radiation to adhere to the new values introduced by the v1.8.6.2 Calm Before the Storm update, to combat cheesing the radiation with PUCS suits. I think this is a good speed to still allow the Radiation to give your crew a reason to keep pushing deeper at a reasonable pace while giving you enough breathing room to explore the features granted by Dynamic Europa and the Large Map Size Patch. This mod should work with existing campaigns that were already using Dynamic Europa and the Large Map Size patch. -------------- Alternative Versions: Dynamic Europa - 25% Speed: https://steamcommunity.com/sharedfiles/filedetails/?id=3617559797 I made this for personal use due to not finding another mod that seemed up to date, so if you would like a different radiation speed and/or for Vanilla, let me know and I could cook it up quite quickly.
COL-LOCAL
door 76561198888370538
SC 2 Marine Armor NO RECIPES
door 76561198425702806
Same as the original mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=3296038128 But this time you don't need talent-bound recipes to assemble both vanilla Exosuit and HMG with ammo! StarCraft II Marine Exoskeleton reskin for vanilla Exosuit Comes together with C-14 Gauss Rifle reskin for vanilla HMG Bless the Terran technologies!
Violence++
door 76561198272105906
Edited version of the Violence+ mod. Adds in the missing effect animations from the recent-ish updates Original can be found here. https://steamcommunity.com/sharedfiles/filedetails/?id=3080206879 Not really meant to be public but steam refuses to load it for the crew if it's unlisted.
Genetic Data Drives (Unofficial RT addon)
door 76561198221572304
REQUIRES ROBOTRAUMA Update: v1.0.2 Currently adds 7 new firmware drives for robots; - Mollusc data - Moloch data - Skitter data - Hunter data - Fractal data - Cyberpsychosis simulation - Sailor's memory drive put above robotrauma; this mod overrides the encrypted drive. More to be added in the future, if i care enough to find ways to do genes in a way that makes sense. still maybe look forward to it tho maybe MASSIVE thanks to: Versus - Created Robotrauma and gave some good pointers Crayssius Dakkari - Helped with sorting out bugs and teaching me how modding works basically
M99 AMR
door 76561198096048135
This mod adds only 1 unique bolt-action anti-materiel rifle and its bullet. However, you need to operate its bolt manually. Features Funtional bolt (you can operate it with some buttons) Perfect sound Proper bolt position detail Shell drop (you can even pick it up and recycle it) Item ids:kf_amr, kf_amrround, kf_amrroundshell image, sounds are extracted from Killing Floor 2
Серёга пират?
door 76561198058861483
Изменяет песни гитары на псевдокавер таланта: https://www.youtube.com/watch?v=aZWWlqDy8nE
Slug Ammo
door 76561198186991691
This mod adds another type of ammunition to the game. It adds craftable slug shell for shotgun and has it's own icon
Ammo Storage Depot Beacon
door 76561197965903991
A beacon with a combination lock to to an ammo storage depot
Bloodhound
door 76561198943188926
A small vessel equipped with a powerful radar operating for the coalition forces. The main task of the vessel is to study routes, search for ambushes and for the subsequent passage of large military vessels along them. The vessel is equipped with sonar and radar to accurately determine the terrain of caves under the surface of Europa's ice. There is also an automatic lock system between the compartments. In case of flooding, the doors are blocked, preventing water from entering neighboring parts of the vessel. there are 2 vessels in the modification, the first is small for 1 location and the second is an elongated modification of the first with a deconstructor and a fabricator. The ship has powerful backup batteries.
[Alpha] Baby Blue
door 76561198210863660
Alpha version, probably will be revisioned in future. This mod allows you to synthesize interesting baby blue chemicals by complex chemical reactions, subsequently selling it for a considerable amount of money, adding a new way to make money. New types (probably) will be added in the future. The mod adds new items, the main ones being: Chemistry lab table - Chemist's workstation where the main work takes place, does not require energy. Heating bath - Additional, heating machine, requires energy. Round bottom boiling flask - A flask in which condensation takes place. To get initial component - crushed pills, you need: 1. Make hammer 2. Buy or find cold pills. 3. Put cold pills into hammer and hit wall with it. 4. Done, you have pretty crushed pills powder. To get methamphetamine iodine, you need to put Liebig condenser, Pseudoephedrine-iodophosphate mixture and Sodium bicarbonate into boiling flask, and then wait! Have a good cooking! Special thanks: Shnorfpph - tips about xml modding To my other favourite Komenci Sian Vojon Kiel. It's an honour working with you. The author does not support or promote the use or production of any substances. All processes, substances, and mechanisms presented in this mod are fictional and created solely for entertainment purposes. Any resemblance to real chemical methods or substances is coincidental. Do not attempt to replicate this in real life. Tags: Meth, cooking, chemistry
Indagator
door 76561198055390723
NOT A RESPAWN SHUTTLE The full pride of the European coalition fleet and the newest breakthrough of the research and development department. This line of shuttles is gonna meet all the needs of even the most curious researchers. Ready to dive into the deepest parts of the European ocean and uncover the best hidden secrets of any ancient alien ruin. Comes with its own gardening area and an anti-boarding system. Meant to be attached to your submarines bottom docking hatch
Remora 2 (English)
door 76561199059890117
========================================================================== Remora 2 is an advanced reconnaissance submarine designed for maximum efficiency in carrying out missions in deep waters. The fast diving system allows you to instantly disappear under water, and the accelerators ensure fast and silent movement even at great depths. The automatic ballast repair system ensures reliability in extreme conditions under water. Additional reactors guarantee the stability and reliability of the submarine in the most difficult situations. Remora 2 is your reliable assistant in intelligence and covert operations in the aquatic environment." ========================================================================== What's new in this version of the submarine: ========================================================================== 1- Increased size + the lower part of the ship became integral with the ship itself ========================================================================== 2- Increased movement speed both up and down ========================================================================== 3- Improved and added 2 shuttles, one of which has its own reactor ========================================================================== 4- New guns added and old ones replaced ========================================================================== 5- New functions have been added to the control room of the ship: 5.1- Fast diving, using it you can quickly get to the depth you need 5.2- two additional engines, which are also activated through the captain's cabin, which accelerate the submarine by 1.5 times 5.3- Emergency ballast repair ========================================================================== 6- Has three reactors, two of which are used for greater stability in movement ========================================================================== 7- It can also be used in the passage of the company ========================================================================== 9- The crew capacity is 12+ people ========================================================================== 10- The submarine is more suitable for RP servers, as it has a very large capacity and requires a lot of workers ========================================================================== 11- There is a button on the shuttles to call for help, in case you need it, the captain will receive a signal from you in the form of a red lamp light ==========================================================================
[Outdated]Robo-Trauma Compatibility unofficial patch
door 76561198079050598
OUTDATED I will update when I have the time Order of mods: Not required Preface: This mod adds optional Lua functionality to work with the Robo-Trauma Neurotrauma patch and expansion mods. The contents of this mod are listed below. ? Characteristics of the mod (Lua functions): Robotrauma-Neurotrauma patch: Robots get electronics damage when immersed in water without exo-skeleton; Crowbar does not affect robots like in the original Robo-Trauma; Damage treatment for robots affects every part of the body, cyber parts of humans remain untouched; New used items for robots: Iron: -20 loss of material, -16 on failure. Copper: -20 damaged electronics, -16 on failure. Patch link: https://steamcommunity.com/sharedfiles/filedetails/?id=2951934198 Doctor Javier's Surgical Bomb - NT Expansion: Pliers allow you to insert bombs. Expansion link: https://steamcommunity.com/sharedfiles/filedetails/?id=2982955270 NeuroEyes : No eye damage or effects on robots. Robo-Trauma extension: ANIS nanorobots do more things in 30 seconds of life: Forging: 1. 22.5% mannitol 2. 30% thiamine 3. 45% combat stimulant Treats(extra): 1. 15% foreign body, resets nanorobot time if foreign body is present 2. 75% eye damage Robot repair: 1. 75% material loss 2. 75% damaged electronics 3. 75% bent metal 4. 75% loose screws. Powerful first aid, can't be made, sold from station merchants at a base price of 300mk or found in abandoned armory rooms. Link to expansion: https://steamcommunity.com/sharedfiles/filedetails/?id=2956354894
GTD Orion - Freespace
door 76561198018145927
A relic of "The Great War" now found on a european moon. Welcome to GTD Orion the proud destroyer of Terran Fleet, now reffited for diving. I hope you gathered at least 10 people, because there are some guns to fill and devices to fix. Features: - vanilla friendly - downscaled to 2.5k items - Speed: 20/18 knots - rooms are accessible from one side, which forces you to run around - cannons and periscopes are scattered around the ship so you have to ask your friend to reload - four destructible hercules fighters (double click to switch mode) - WC, shower, crew quarters, lounge and brig - most rooms have electrical boxes with at least one free slot. I hope this will satisfy engineers who like to add their two cents - small pumps are battery powered - apart from drones, the ship does not have any advanced logic that would beat the default submarines - some battle music from game, so here you have this 10mb of downloading. - tier 3 / 42000$
ECS SSN-87 Block I
door 76561198158932287
潜艇简介: ECS Falco rupicoloides SSN-87 Block I 巨隼级 I 型是木卫二联盟设计并制造的一型大型线列作战型潜艇,通过凶猛的火力从远距离击毁分裂主义分子的各型潜艇。巨隼级 I 型除了配备有大量的间热式电热化学炮以外,艇首装备了一门巨大的固定式轨道炮。为了保证潜艇在战斗减员的情况下仍然保持一定的战斗力,几乎所有的武器系统都可以在舰长室进行超越控制,并允许在超越控制时手动设置前主炮组的瞄准线交汇距离。 除了舰长室的玻璃窗,其他物品均为编辑器默认数据 推荐配合Barotramatic MOD,对于原版来说火力超模力
Baby Shark Hammerhead Spawn
door 76561198255769711
Hammerhead children now sing the annoying song. No significant change is made except to sounds. Incompatible with anything that changes the following files. Content\Characters\Hammerheadspawn\Hammerheadspawn.xml Inspired by Fortunate Worm, Caramellatcher, and similar sound swap mods.
Beryllium
door 76561197962438296
Beryllium The result of many months of tinkering with my favorite vanilla sub, The Berilia. It has various new gadgets and systems, most of which are explained in tooltips by hovering over things with your mouse, if you want to skip the long description. Pumps and engines are slightly faster than default but I tried to avoid making the sub too strong. Features include: Command Room Command Room now has tons of gadgets and cameras. They all have descriptive tooltips, just hover your mouse over each button/object and it will tell you what it does. Captain's Cabinet includes storage containers with more Captain IDs to give trusted crewmates Captain access. - Auxiliary ballast: Turning this on will close the 3 ballast hatches and turn the upper ballast catwalk into an extra ballast. For extra descent speed. - Launch Depth Charge: To launch depth charges, first you have to enable the ADC (Arm Depth Charge) button. Then you can launch them with the button on the steering screen. Prevents accidentally dropping depth charges. - SEC (Secure lockdown): Toggles lockdown of both doors to Command Room. Also toggled by the orange buttons outside the doors. - Buttons on the floor activate doors that prevent you from being knocked away from the terminal during combat. - The 6 green monitor screens are individually linked to internal cameras for monitoring important rooms within the sub. - The 2 blue monitors on the Nav Terminal are each linked to 2 external searchlight cameras per monitor. While viewing the external cameras, aim them straight up or down to switch to the corresponding camera. You can also aim in a direction and hold left-click to slowly move the sub. - Rave lights that cycle through RGB colors are placed throughout the sub and are operated with the buttons above the green monitors. RAV toggles them on/off, INT toggles the normal interior lights on/off, and enabling DAR will cause the sub to automatically enter Rave mode when docked. - The sub can also be driven from the Moonpool room. There's a button on the Command Room Nav Terminal and also on the Moonpool Nav Terminal, either button will switch between Command Room/Moonpool control. Both require Captain ID. Built-in Reactor Controller ignis's "Automatic Reactor Controller" https://steamcommunity.com/sharedfiles/filedetails/?id=2228814326 - Auto reactor shutdown while docked has been switched to a smarter system. It will only zero out fission rate if the docking port actually receives power. Can be toggled off. Recommend not using respawn shuttles with powered docking ports such as the Selkie. Hemulen will work fine. - Reactor automatically shuts down when Meltdown warning is triggered. - Added button requiring Captain ID to lock-in new reactor max output value after upgrading the reactor and entering the new value in the terminal. Prevents griefing. - The controller component wires are locked, however the reactor itself isn't, so you can still turn off the controller and wire up your own if you choose. Mini Scout Drone Modified version of Asadgunz's "CCD Compact Camera Drone" https://steamcommunity.com/sharedfiles/filedetails/?id=2213487565 Given how small, easily damaged, and impossible to fix many of the components are, all components are immune to damage. Faraday artifact safe. Controlled from Command Room. Top button turns power on/off and requires Captain ID, keeping power off prevents griefers from undocking drone. Lower button toggles control between Terminal (drive like normal sub) or the Periscope labeled "Scout" (Aim where you want to go and hold left click). Turn power on, undock using the Shuttle Terminal, then drive according to the setting chosen. Storage can be accessed while drone is docked from the opening in reactor room. Comes with detonator attached that you can load yourself. - Artifact holder on the top - Coilgun ammo rack on the right - Container on the bottom complete with storage containers. Stock with meds and oxygen for your diving crew. - Can't go inside of wrecks or ruins (game limitation) - Light in center indicates charge, slowly shifts from green to red. - Detonator has a safety switch (Left orange button) that must be turned on first to "arm" it, then it can be triggered with the right button. H.O.M.I.E Shuttle Modified version of Беспонтовый's "H.O.M.I.E. shuttle" https://steamcommunity.com/sharedfiles/filedetails/?id=2097210274 Located at the mid-rear of the sub by the engine. Can also be remote controlled from Command Room. Shuttle: - Green button in shuttle center toggles power. Recommend turning off to conserve power while parked. - Boost button toggle in shuttle for maximum speed. - While docked the pumps stay powered regardless to keep shuttle drained. - Airlock is very small. It's small enough for the shuttle to just barely remain buoyant while airlock is open. - Bottom hatch can be opened when not docked with the dual safety buttons in the rear. Command Room terminal: - 1st button toggles power. - 2nd button (yellow) turns on remote control. This overrides controls in the shuttle itself. Requires Captain ID to enable, then anyone can drive it. - 3rd button (blue) closes the airlock in the shuttle. Useful to clear sub of water and remote pilot it back. Other miscellaneous features: - Trash chute in lower engine room. Place items/corpses you want to get rid of on the double-hatch and press the "Eject" button, the rest is automated. Hatches can also be opened by hand for use as another exit airlock. Includes emergency Abort button which will remove the lock during Eject sequence. - Ballast flora switches above each of the 3 ballasts. Turn these on to drain the individual ballast and (more) safely deal with ballast flora. - Centralized fabrication storage. Comprised of 4 primary cabinets for holding 6 types of crafting materials each, all labeled, in alphabetical order, and 4 additional smaller cabinets. Should help you organize a little easier. Also includes 4 cabinets for various tools/items. Green cabinets are linked to the fabricator. The Deconstructer has an output container labeled "Output" which is also linked to the Fabricator. - Additional Fabricator in Gunnery for ease of making ammo. Linked to its own "Input" container, as well as the Deconstructor's "Output" continer. - Slightly increased engine power. Max speed of around 23 km/h without upgrades. - One-way ducts to only allow water to drain downward. - Medical Fabricator and additional storage. Green cabinet is linked to Medical Fabricator. - Research station below Medical. - Additional airlock to the left of the Cargo Bays. - Nose coilgun controlled from periscope by Command Room Nav Terminal (mainly for breaking ice). - Crew quarters has been turned into a brig for containing prisoners. Door buttons require Captain or Security ID. Crew quarters moved to the top right of the sub. - Lower airlock converted into a Moonpool. Open the doors and jump right in. Climb up the ladder to exit the water. - Battery chargers added by both main airlocks. - Communications Terminal in Command Room can be used to send chat messages over channel 2 at very long range. Must have "Allow linking wifi components to chat" turned on in server settings. Headests in cabinet have longer range but only between each other, for very long-range dives. - Merry Honkmas!
Electrical Wiring Training Engineer
door 76561198087752252
" A cable empty Dugong Prototype Vessel. Cheap and great to learn how to wiring Submarines from the ground up. Straight to the Slogan: DIY - Do it yourself! - This offer is especially for beginner Engineers and Captains with tight budgets just a perfect solution. There is enough space to experiment with wiring on a fully equiped Submarine. --- An 2-4hours Odyssey --- Wish you a good deep Dive! " A Submarine without any wires and Logic-Components. Interesting for all those who wanna learn wiring by experimenting on your own and making a fully operational Vessel by doing so. (Pain reducing tips are included by one Logbook next your spawnpoint in the Sub) Just download this Submarine, start a new campaign, and choose/launch your Route on the map. - So you can directly spawn into the vessel (Docking doors are "closed"...). The whole Adventure is about wiring up the whole vessel while beeing in true danger of the sea - trying to reach the next Outpost. Wish you a nice learning curve! *note: If you feel kinda afraid learning about wiring especially a whole vessel - Feel free to only use cables (and 2-3 buttons) because thats already absolutely enough making a Submarine fully operational. Components are 100% optional.
Tadpol
door 76561198055467358
The goal here was to make a fairly interesting but balanced submarine. This is not and was never meant to be a super-submarine that cures all your sea-going ailments. In-game description: "Tadpol is a light-attack vessel that features fair coilgun coverage, a drone gunship, numerous installations, and a powerful auxiliary engine for when extra speed is needed. The onboard systems are unreliable and require frequent maintenance. The batteries are notoriously bad. Running the auxiliary engine at full thrust will also heavily load the fairly weak reactor down." Full overview: Some noteworthy features of this submarine are: - (First, and most important to some people) Decent coilgun coverage - Drone gunship - Automatic and self-correcting detachable ballast - Automatic drone docking port - Auxiliary engine - Numerous installations - Two switching-relay periscopes - Helm status readout - Bot-compatible (as far as I can tell...) The good: - (Reiteration)Fair coilgun coverage. Not perfect as there are a few blind spots. - Fairly agile, especially so on the x-axis when the auxiliary engine is used. Tadpol can easily reach 30km/hr un-upgraded by using the aux. engine. - Comes equipped with a drone gunship. - Quality of life stuff like the presence of fabricators and stowage for longevity, helm status readout, and a few automatic mechanisms. - Fairly small dimensions, meaning Tadpol doesn't need a large crew to operate and it can fit through smaller passages. The bad: - Most installations degrade very quickly and need frequent repairs. This can be fixed somewhat with sub. upgrades. - Only two coilguns can be manned at once since one of the coilgun-linked periscopes is a switching-relay periscope. It can be switched by either the gunner or the captain at the nav. terminal (order bots onto appropriate gun before switching or they will not fire at enemies). - The auxiliary engine sucks up a lot of power when in use. If the thrust is maxed, the (un-upgraded) nuclear reactor's turbine output will be maxed out, not leaving room for much else unless the extremely unreliable backup batteries are used. - If the drone is undocked or lost, the submarine's coilgun coverage becomes essentially that of the default Orca's. It leaves the entire underside of the submarine uncovered. Only, on Tadpol, there is no depth charge tube or discharge coil. - The gunnery compartment, armory, and drone (only when docked) are essentially one big linked room. They can be a flood hazard if left unchecked. - No railguns. Special thanks to the following development testers: BomberNut™ Astronuts puff the bearded dragon Alley
Dugon
door 76561198057144314
IMPORTANT - The sub file name is Dugon while mod name is Dugong Mk-II "Compared to larger vessels, the Dugong series is overshadowed in all aspects except one: their reliability for their price is world class. The Dugon improves on the original Dugong series with enhanced survivability for its crew as well as being outfitted with all the latest equipment. With the only downside being a slightly bigger size, the Dugon is a solid and formidable vessel for any captains arsenal." Type - Scout Tier - II Price - 16,000 marks An extended Dugong sub for a crew of up to 8 or less with all the crafting stations needed for use in campaign as well as a depth charge tube. Made to be a sub that can be used for an extended period of time while building up credits for the bigger subs in campaign while also trying to keep it balanced around the vanilla Dugong and other vanilla subs in general. Brief sum of changes compared to the original: - Cleaned up wires/sprite issues - Decorations - Additional locker for storing items found on dives in the airlock - External camera periscope with trigger linked to discharge coil - Backup battery system that can store more energy - Beds with a functional top bunk on the bunk bed - More flexible shooting angles Let me know of any issues/suggestions/feedback and enjoy. Credit for original ship design and the original Mk2 Dugong Extended here: https://steamcommunity.com/sharedfiles/filedetails/?id=1763259352
ALBACORE - Stealth Drone Carrier
door 76561198160827769
A light and fast Tier 2 scout made with the vanilla experience in mind. Named after the WW2 American submarine USS Albacore SS-218 which famously sunk the Japanese carrier “Taiho” with a single torpedo. Ingame description: The VK55-C “ALBACORE” is a stealth drone carrier offering many stealth assistance systems as well as two “Bushmaster” light attack drones. Price originally kept this submarine out of production until captured separatist prisoner labour come on the market making production viable. Tier 2 - Price: 14,000 Dimensions: 54x12 - Item Count: 2,000 Cargo capacity: 20 Crates Recommended crew: 4-6 - Intermediate Bushmaster Gun Drone Two small and compact remote-controlled drones fitted with laser weaponry, automatic discharge coils and a storage compartment to carry your teams burdens. Usage: Controlled through one periscope, move and shoot with LMB and switch between traverse and gun mode by double clicking LMB. For more info check out the workshop item: https://steamcommunity.com/sharedfiles/filedetails/?id=3682466299 Stealth Systems Features 4 stealth assisting systems toggled individually from an instrument panel in helm. Note that creatures will always spot you if you get too close to them stealth mode or not. Stealth is complicated, a lot of things make noise like the reactor and crew walking or running inside the sub. The hull itself will make noise over a certain speed. If you want true stealth you need to take all of these into account. - Sight: An advanced passive sonar system that allows you to see much further than normal sonar. - Noise: Throttle the engine to run at under 25%, this makes the engine silent for creatures sensitive to noise. A reactor throttle system making the reactor run at a lower output reducing its sound signature. - Visibility: Turns off all exterior lighting, this makes the sub harder to see for creatures sensitive to light. Automatic Power Control Automated battery and supercapacitor assemblies dynamically set their charge rate according to charge % and draw, alongside power distribution logic ensuring primary systems receive uninterrupted power with no hiccups or overvoltage. Auto Discharge Coils Automatic discharge coils line the back of the sub where blind spots are most prevalent, continually firing when monsters are detected by its sensors. Flood Mitigation Logic An array of sensors and logic ensures a top or bottom runaway flooding effect cannot occur. Other notable features: - Recharge stations are equipped with a power cutoff, stopping them from constantly drawing power saving this sub about 600kw in usage. - Full sensor array giving warnings for hull breach, intruders, meltdown, fire and oxygen. - Heads up display in helm giving info about power usage, battery charge and reactor fuel. - Bottom docking port and airlock. The idea of this sub was to make a kind of sister ship to the SEAWOLF, incorporating its stealth systems, look, fancy electronics and instead of fancy torpedoes you get even more fancy drones. The drones here being the main selling point, as well as paving the way for other shuttle experiments I’m working on.
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