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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.
Immersive Psychosis
door 76561198408880288
As your psychosis worsens, familiar faces become strangers… You may no longer recognize your teammates — their names twist and change before your eyes. When the madness reaches its peak, even allies will appear as enemies. Requirements: 🔸 LuaCs must be enabled. Features: Randomly scrambles teammate names when you’re under the effects of psychosis. As psychosis severity increases, teammates appear hostile (red names).
Half Life Music Pack
door 76561197970668683
The resistance grows stronger... The way the music works in Barotrauma makes the Half-Life Music Pack limited unless I were to be good at customized coding like C# or even Lua, which I am by no means not able at the moment. However, a workaround is to actually edit the sound file itself and strip away some instrumental parts of the music. Say for example; LG Orbifold only has 1-2 instruments/percussions playing but it didn't play anymore intensly/progress into a more action like way of how its originally intended to. Important note; The music is also inconsistent and is hard coded, meaning I can't do anything about it. Music WILL still play from this pack but do expect some barotrauma OST files to play as well If you find music overlapping, PLEASE LET ME KNOW!!! (All work you see/hear is subject to change; feedback is valued) (Current Music) Menu: Synergy Theme Editor: Lab Practicum Start Round: LG Orbifold Intro 2 ext End Round: 11-Slow-Light Crew Dead: Sharp Fear Short Ambience: 37-Escape-Array 04-Brane-Scan 09 Probably Not A Problem 04 Extinction Event Horizon 06-Eine-Kleiner-Elevatormuzik 27 Particle Ghost 18 Steam In The Pipes 01 Hazardous Environments 07 Shu'ulathoi 25-Suppression-Field 17 Triage at Dawn 03-Guard-Down 10 Inhuman Frequency 23 Traveling Through Limbo Monster: LG Orbifold Military: Trainstation Research: Black Mesa Inbound City: red letter day ext Mine: Lab Practicum Ext Ruins: 23 Traveling Through Limbo Flooded: 30 Zero Point Energy Field Deep: 21 Broken Symmetry LevelEnd: 25 Threatening Short Wreck: 18 Steam In The Pipes EndBossFight: Dark Energy End: 34 Tracking Device Abandoned: Echoes of a Resonance Cascade RuinsAmbience: 18 Steam In The Pipes All credits to: Valve Synergy Mod Team Русский Язык . Из-за особенностей музыкального сопровождения в Barotrauma использование Half-Life Music Pack ограничено, если только я не владею навыками написания собственных программ на C# или даже Lua, что я, безусловно, умею делать на данный момент. Однако есть способ обойти эту проблему: отредактировать сам звуковой файл и удалить из него некоторые инструментальные партии. Например, в LG Orbifold звучат всего 1-2 инструмента/перкуссии, но звучание становится менее интенсивным/более динамичным, чем изначально задумывалось. Важное примечание: Музыка также непоследовательна и закодирована в программе, что означает, что я ничего с этим сделать не могу. Музыка ИСКЛЮЧИТЕЛЬНО будет играть из этого пакета, но ожидайте, что некоторые OST файлы из Barotrauma тоже будут играть. Если вы заметите наложение музыки, ПОЖАЛУЙСТА, ДАЙТЕ МНЕ ЗНАТЬ!!! (Вся работа, которую вы видите/слышите, может быть изменена; ваши отзывы ценны)
Endurance MkII
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The Endurance is a tough, multi-role attack sub used by the Coalition in fringe territories on account of the vessels robust design. The Endurance's simple design and ample cargo facilities for a ship of it's size has made it a favourite of up-and-coming crews. The MkII is a slimmed down redesign of the MkI, incorporating more modern technology and design sensibilities.
Better Connection Panel UI Fix
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Fixed version of "Better Connection Panel UI" mod https://steamcommunity.com/sharedfiles/filedetails/?id=2893206628 Made by @Mrbt0907
战术性医疗护理 Tactical medical care( 医疗大修) 难度提升mod
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战役群 566368898 作者QQ 2067622243 这是一款医疗系统的修改 一定程度提高游戏难度 钝器伤 30减速 50会造成严重减速 枪伤 30 出血每秒+2 60每秒+4 撕裂伤50 造成近远伤害降低 咬伤 固定每秒+1失血 烧伤降低玩家抗性 分为2个阶段 治疗好伤口并不会马上回复生命 需要等待 以伤换伤 撕裂伤 深层组织 绷带 换成伤口包扎 咬伤 缝合线 换成伤口包扎 钝器伤 石膏 换成伤口包扎 枪伤 镊子 换成撕裂伤 内脏损伤 神效 治疗 器官损伤 维生素b治疗 人类晕厥后恢复正常血量不会正常苏醒需要用到肾上腺素才可唤醒 免疫部分负面效果提高生命上限 吗啡 鸦片 芬太尼 甘露醇 单纯加速回复持续时间久 内用辅液 迅速恢复 3只新注射器 2急救包
Tegu
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a bomber submarine made for dropping multiple depths charges at once on a single target. originally created by the coalition for combating thalamus infestations, it is now primarily used by separatists to destroy beacon stations and vessels affiliated with the opposing faction compact and quick, it contains little in terms of storage or luxury, instead featuring a triple depth charge bomb bay and a sonar monitor for acquiring targets underneath the sub specifications: - price: 5850mks - class: attack - tier 1 - crates: 2 - crew size: 3 - experience: intermediate highly recommend reading at least the warnings in the sub manual before using (found in the cabinet underneath the secure locker in the command room) please let me know of any issues you may come across!
Olivine
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The Olivine is a fast, flood resistant scout craft with a sonar-guided railgun - enough to turn any distant enemy into swiss cheese. Its mobility and firepower is compensated with limited firing arcs. Features: -Sonar laid railgun -Limited firing arcs -High flood resistance -Good mobility
Battery Energy Drink
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What is this? It's a collection of consumable +Battery™ energy drinks that keep you going. What do they do? They're novel counterparts to the Mantis Energy-drink line with a new buff Energised, which temporarily provides increased skill gain and repair + welding speed. Excessive usage may result in side-effects... Is the neon light sign included? Absolutely. Is this sponsored advertising? No, I just really like Battery, okay?
[CF] Alpha
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General stats - Attack - Dimensions: 49x17m - Cargo capacity: 36 crates - Max descent speed: 17 km/h - Max speed: 50 km/h - Recommended number of crew: 3-10 - Recommended crew experience: Beginner Tier Price Fuel consumption rates I 8500mk 0.30 II 18500mk 0.25 III 28500mk 0.20 Weaponry - Coil Gun - 2 topside, 2 side bottom - Auto Discharge Coil - 2 topside, 1 side bottom, 1 front Tier Large Turrets I A large turret hardpoint on the top and bottom. II A rail gun at the top and a large turret base at the bottom. III A rail gun base on the top and bottom. Shuttle Simple automatic braking system. Maximum speed is limited when near a wall to avoid crashing. Scattershot Coilgun: More bullets, more damage, more reload time. Camera drone When the camera drone is undocked, the switch on the drone can be switched to automatic follow mode. Combat drone There are two modes of combat drones: - Movement mode: Press the mouse and the drone moves to the mouse. Releasing the mouse will automatically decelerate. - Mode switch: Double-click the mouse quickly. - Combat mode: The drone stops on the spot and switches to pulsed laser. Other features - Ballast Flora mode: Switch from the ballast and effectively deal with any ballast flora. - Flora-proof ballast: The ballast is diverted from the duct to prevent the pump from becoming infected. - Stealth Running mode: Turn off windows and exterior lights. Shut down the reactor and limit engine power to reduce noise (less than 10% battery charge will not shut down the reactor). - Custom auto-doors: Switch to manual mode if there is water or fire on either side. Refer to the many submarine functions of the workshop: - Ballast design comes from The Iroh. - Flora-proof ballast from Bronze Age by Doge the biologist. - Stealth Running mode is from Plague Rat by Doge the biologist. If anyone comes across any issues or you have any concerns at all, feel free to make a comment!
[WD]迷你牛牛标准型
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超级迷你无敌吊吊吊的迷你牛牛系列超紧凑高速战斗艇。周身搭载双层夹层装甲,拥有非常强大的防御力;搭载的跃迁引擎能带来非常恐怖的速度,前方覆盖重甲的球鼻首也能一定程度上保证在跃迁速度下撞击后的安全性。 特性: - 双层夹层装甲 外部装甲由两层组成,并且两层之间加入“船体”进一步隔绝伤害与水流。指挥室的玻璃也采用同样的方式加固。 -超紧凑空间布局,双人可玩 设备占据空间小,舱室布局小,易于移动与维修。同时极小的舱室空间内也有非常巨大的储物空间。 -无死角7炮设计 2轨道炮、4脉冲激光、1连射炮。 -总共搭载1台基本引擎、2台加速副引擎、1台超高速跃迁引擎 可手动切换启动多少个引擎,来控制切换不同的航速。而跃迁引擎能带来无比惊人(危险)的速度,快速脱离战斗。 基本引擎 28km/h +副引擎2 43km/h +副引擎3 48km/h +副引擎3+副引擎2 58km/h +副引擎3+副引擎2+跃迁引擎 124km/h -御敌电网系统 自动检测周身情况,对应区域出现敌人自动启用对应区域的电网系统。 -遇敌警报系统 自动检测周身情况,舰艇内外出现敌人时发出警报提醒。
PBY-Subalina (OUTDATED)
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OUTDATED here: https://steamcommunity.com/sharedfiles/filedetails/?id=2926738320 love you all
Salthane Husk Escape (Spanky)
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Cityscape - Salthane, edited for hosting Husk Escape. At least 1 spectator, who is familiar with spawn and other console commands, is required to do the role of Game Master. This is DoubleOSpanky's extension of Ake-Tits's version. Contains randomization, story, secrets, and new ways to escape. Special thanks to 'TheSolbusaur' for the original Salthane city, 'Ake-Tits' & 'Mark' for the original husk escape version, and 'hUbert' for some design and gameplay contributions. Discord server now available: https://discord.gg/nMKPzeSQ9W This is the map you would find hosted at the server name: " Husk City Escape" and occasionally streamed at: twitch.tv/DoubleOSpanky The description would be as follows: -STORY- Can you escape the city full of husks? Flee from one end of the city to the other. Run and hunt for supplies on foot through the local buildings, or perhaps take the more direct route west in the lower subway... Once you arrive, cut through the doors into the sewers, and make your way to the single escape shuttle. Just be sure you take off before the military levels everything to the ground! I'd say we have no more than ten minutes! Let's just hope those rumours of mutant clowns in the city were just hogwash... ----- -WHAT THE GAME IS- As the description says, escape with as many alive as you can. You have one life and ten minutes. Timer starts when a player leaves the first area. With enough players, at least one individual will become a clown. The clowns' objective is to kill everyone before they escape. (As an honor rule, do not sabotage/unwire the escape sub). Clowns can type in chat to admin to teleport between areas marked with an arrow. Also, all players should try to use a simple name with no hidden, excessive, or special characters. It makes teleporting and managing the game faster/easier for the admin. --------------------------------------- The game should be hosting in sandbox mode at 0% difficulty with monsters disabled. Respawning should also be disabled. The host will need to press 'F3' to open the console and "enablecheats" to allow spawning of monsters. Common spawn commands would be: spawn husk cursor spawn legacyhusk cursor spawn humanhusk cursor In the sewer basin, larger monsters should be spawned. There are many secrets that can affect gameplay such as pathing and even the timer that may be unexpected for the host. This map is being posted so that those who are already familiar with the map/mode can host it themselves or expand upon it. If you are not familiar, keep your eye open for the " Husk City Escape" server to play it yourself. In the future, the exact details of the map, secrets, and other works will be expanded upon. Details for now will remain hidden until the map/mode has been wider received as to avoid the equivalent of spoilers. The details will either be in the description or possibly in a discord page. Also, bear in mind, this map may be updated again with wide sweeping changes, especially after the next update. If you like hosting what you're familiar with, I recommend saving a local copy. Please see Ake-tits's page for more hosting information. https://steamcommunity.com/sharedfiles/filedetails/?id=2292932277
HMS Defiance
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An Improved "humpback" as it was used by the "outlaws". it includes a small shuttle for exploration, an improved reactor, more efficient fabricator and the "silent running mode" which might help with some enemies by shutting off any outside light, runnnig off of the batteries instead of the noisy reactor and reducing the speed of the main engine makin the loudest thing about the crew if its sprinting and possible pets. the button "waffenlicht aus" will shut off all weapon lights. after going out of silent running the reactor need to be restarted manually tho.
GSQZ Community Campaign Pack
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BaroGalileo+ (Dynamic Fabricator Music)
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BaroGalileo+ (Dynamic Fabricator Music) Description: This mod introduces dynamic background music for Fabricators and Deconstructors based on their current condition. - Above 90 % condition — clean music track - 81–90 % — light noise interference - 61–80 % — medium noise interference - 60 % and below — heavy noise interference Based on BaroGalileo (music only), this mod enhances it by smoothly switching music tracks as the machine’s condition changes.
Ratmen [Playable NHR Species] [Recolorable]
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Added colors and gender swap for Saakra's Ratmen (although there's no difference currently between the gender sprites currently, the structure is there to differentiate later) Saakra's Patreon: https://www.patreon.com/Saakra Saakra's original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3069692093 Michael's port to NHR: https://steamcommunity.com/sharedfiles/filedetails/?id=3232864239
Husk Invasion Content
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Content for Husk Invasion server
[EK]Bullfinch
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RU ----------------- Цена: 1100 Класс: Челнок Уровень: 1 Размер команды: 1-2-... ----------------- Челнок снабжения MSC "Снегирь" впервые сошёл со стапелей верфи шахтёрского аванпоста "Скади" и по сей день выполняет возложенные на него задачи. Вооружен лёгкой цепной пушкой и акустическими импульсниками ========================================================================================== ENG ----------------- Price: 1100 Class: Shuttle Level: 1 Team Size: 1-2-... ----------------- The MSC supply shuttle "Bullfinch" first descended from the slipways of the shipyard of the mining outpost "Skadi" and to this day performs the tasks assigned to it. Armed with a light chain gun and acoustic pulsers ========================================================================================== CHN ----------------- 价格:1100 班级:穿梭机 级别:1 团队规模:1-2-... ----------------- MSC供应班车"Bullfinch"首先从采矿前哨"Skadi"的造船厂的滑道下降,直到今天执行分配给它的任务。 配备轻链枪和声音脉冲器
Namakura Class Stealth Submarines
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Namakura Class Prototype Stealth Submarine for personell and cargo transport In case your crew has no captain, medic or security: There is an ID card in the small cabinet next to the nav console on each ship. It has captain privileges and can be used to access closed lockers. Server host should make sure it is either destroyed or kept secure. Welcome onboard the Namakura Class, the silent running scout for safe transport and passage though the hostile waters of Europa. There is one version for each tier, telling the ongoing development of the Namakura class. Start with an unfinished and only barely workable submarine, get the finalized prototype later on and enjoy a polished mass produced version in the endgame. Got shortness of breath while in stealth. Morphine didn't help. Having lost too many scientist and outpost staff to the depths of Europa, the Coalition developed a new stealth submarine that can run in a low-power mode with massively reduced sound emissions. The first crew has finished its evaluation and has gotten rid of the biggest flaws. You may now get a submarine with an adaptive smart battery array, which supports the reactor on the default automatic control, takes most of the overvolting stress from the power grid and is able to run the sub for several minutes in stealth. Sound emissions in stealth are so minor that the passive sonar can not even pick up the environment anymore, so either communication with gunners, or occasional orientation pings are required for secure navigation. Be aware, due to the engine modifications for stealth, power requirement during normal operationis is much higher than on comparable submarines. In fact, full throttle can only be maintained with additional battery support. The turret mounts cover most of the ships surroundings except for a blindspot behind the dorsal docking port which is only protected by one of the two discharge coils. To make matters worse, these can only be discharged from the engineering section. Also, the large turret mount covers the bottom, which is not the most-optmal-of-directions once the ship hit the ground. All doors are automated, and open automatically using motion sensors as long as the adjacent sections are not flooded. Door controls override for several seconds and allow them to be closed or opened independant of motion sensors. If you notice them opening slowly, that's just you. The upper docking port also serves as airlock. The dorsal docking port needs to be operated from engineering, but has indication lights for docking status. For proper docking on a beacon, good communication between command an engineering is needed. The sub has been tested in vanilla campaign gameplay for several missions with a crew of 2 and 3, with and without Bots, as well as in single player. Certain values have been adjusted trying to keep it in balance with other Tier 2 scouts. In case no one plays medic, security or captain, there is one ID card next to the navigation terminal that grants captains privileges. Server host should make sure it is either destroyed or kept secure All texts (labels, logbooks, ingame description) are fully localized and currently translated into english and german. If you want your language to be supported you may translate the included XML files and message me. Advantages: - comprehensive layout without dead ends - automatic battery subsystem with overvoltage protection - fast charge button in command room (load batteries at full speed) disabling overvoltage protection - power consumption and battery charge monitors in command room - airlock controls and battery charge controls in command room - stealth mode with very low sound emissions and power consumption - double airlocks - double docking ports - large ballasts that can almost compensate for one flooded compartment - additional status monitor in engineering - 2 small and 1 large turret hardpoint - a lot of ammunition shelves and also railgun racks in case someone wants to upgrade the bottom turret - depth charge with standalone ammunition shelf - fabricators and deconstructor, all linked to their cabinets - 12 crate shelves Disadvantages: - engine with high powerdraw and only average speed - sonar ineffective in stealth mode - ballast pumpspeed reduced while in stealth - fabricators and deconstructor are shut down in stealth - ballasts are basically dark in stealth - no oxygen generation in stealth, not even in lockers - blindspot in front section, can easily be cracked by hammerheads, molochs, broodmothers and so on - blindspot lower back - ballast B infected with ballast flora will sink the ship and is hard to clean up if not dealt with early - super conductors are inefficient - electrical can easily get up in flames when switching to stealth while at full throttle - discharge coils can only be used from engineering and use a metric shitton of power From its shipyard entry: The Namakura is a stealth prototype to safely transfer personell and cargo between outposts. Its automated flood protection doors make it almost unsinkable. Its two docking ports allow for docking at most beacons. The test crew figured that running in stealth puts a lot of stress on the electrical systems. Therefore an aftermarket SMART BAT system has been integrated. Stealth modifications on the engine lead to huge power requirements under normal operations.
Acid Sprayer Mod
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The Acid Sprayer Mod has been made to offer more opportunity for players to play around the game. The balancing of the sprayer with acid is taken into consideration as of: 1. Can only be used in air (which makes sense as it would dissipate quickly in water) 2. The consumption rate is high for it. 3. The sulphuric acid is sort of rare, not very rare but sort of rare. Anyway, I hope you guys will enjoy this on pvp servers, outposts, dry attacks, etc and see you guys next time! Also the reason bleeding is more is because I wanted to simulate the tearing of skin, acid in real life burns and causes tears in the skin which would lead to bleeding. Also the bleeding is nonstopbleeding meaning you HAVE TO take care of it. Also sulphuric acid's concentration is unknown in the game, so don't take me on that for accuracy. Sidenote: This overrides the initial sprayer so it will be incompatible with all mods that overwrite it!
Bernkastel A44
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Description The A44 Deep Sea Cruiser 'Bernkastel', was originally a transport ship, hauling minerals to the surface. When rebuilt into a concept military vessel, the engineers was able to use the existing loading drones and the pressure resistant hull for her new military purposes. Due to the repurposed hull and a practically unlimited budget, the Bernkastel is the one of a kind flagship of the later A44 models. Authors Note: Hi again! New inspiration, new submarine... The main focus was supposed to be the drones, but she turned out to be a good all around submarine. Due to my crew being a bit undermanned at times, I tend to create submarines that can be played with few people. The "Multi Periscope" in command even makes it possible to play solo with bots, with varying success of course... If you don't like it when your captain use the guns, blame the captain, not the vessel! Anyways, I consider this to be a late game sub, mostly due to it being very good... Happy Sailing! Technical Class: Deep sea Cruiser Size: 48x12m Cargo capacity: 24 crates Dry Weight: 9.063 metric tons Top Speed: 30km/h Dive speed: -18/+18 Weapons: 4 coilguns 1 Chaingun 1 Railgun 1 empty gun slot 1 depth charge launcher 2 weaponized drones (light guns can safely be swapped) Features --Power:-- *Supercapacitor "balance battery" connected to power grid to provide extra sauce and absorb power spikes during high power usage *Large backup battery, diverge power towards critical systems during reactor downtime. (Done manually with switches) *The Oxygen generator can be turned on or off. o2 recharcges in diving suit lockers and o2 shelves only when generator is running! *Emergency lights automatically turns on during low power. (note, blackout due to broken junction box will not trigger emergency ligt. can be turned on manually by turning off interior lights) --Weapons:-- *Custom Proximity Sonar in the gunnery. Reacts to movement outside the sub in 8 directions. (needs to be activated on button) *Toggleable searchlights around the sub that follows gun movement. *Multi-Periscope in command, having access to all guns around the submarine. Enables the captain to see around the sub and/or help in combat. (Regular gun controls in the gunnery always takes priority if th esame gun is in use at the same time) *Gun lights drain a small amount of power, turn off the lights to charge your guns slightly faster in a pinch. *Drones have different settings and selfdestruct feature, see screenshots. --Other:-- *Semi-open ballast tanks! Separated from bottom floor by large hatches, combining the easy access of the open tanks with the saftey of closed tanks. *Doors with automatic flood protection. Leave them open, they will close when detecting water. Proximity sensors will override the system if you stand close to the door, so no risk of getting trapped. *Before you ask, the "masts" are only background, they will not get stuck or block the guns. -----Changelog----- 1.1a (current) Some changes to the drones that were missed at release. *Slightly faster drone guns, to make them less useless. *Better lighting around the drone, so you can see stuff that's close, without the gun light. 1.1 Bugfix *Fixed issue (hopefully) with Drone2 being unable to undock when Drone1 is away. Drone1 might display wrong docking button at times *Bots are now able to open ballast blast doors as intended Thanks to PunchclockHorrors for reporting the issues! 1.0 Initial Release -------- Once again, my crew helps me bug test my creations to the big deep and back, bringing you a (hopefully) bug-free experience! Thanks crew! Special thanks to *random e-girl* whom I forced to make the cool preview image.
TC Outfits
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Created with a focus on craft and precision design. From the fabric and materials, to the workmanship. A clean, refined appearance for your sub-aquatic needs.
Dugong MK2 - Little Bastard
door 76561198407954483
CLASSIFICATION: Dugong MK2: "The Little Bastard" "Attention all cells, I repeat... attention... We have intercepted direct orders from the Coalition's high command. They are under constant, unsustainable pressure thanks to our latest masterpiece of military architecture: the U.R.I.E.L. MK 11 heavy transport. Completely outmatched in firepower, the Coalition has resorted to a desperate, cowardly tactic: cutting our supply lines by relentlessly hunting our smaller vessels. Their order was clear: 'That heavy transport cannot be resupplied without its logistical support. Press on, destroy their logistics, sink any vulnerable units... we will make the U.R.I.E.L. collapse under its own weight.' In response to this threat, Separatist engineers secretly modified standard Dugong-class submarines. By maintaining their original external silhouette to appear as easy targets on enemy sonar, the MK2 'Little Bastard' is, in reality, a heavily armed death trap ready to ambush its hunters. “The Coalition began hunting the weak because they fear the giant. We will turn their arrogance into their grave.” Specifications and General Features Price: 10,000 mk Class/Level: Exploration (Tier 1) Dimensions: 42 x 13 m Walls: 250 HP Cargo Capacity: 28 crates Recommended Crew: 3-8 Maximum Horizontal Speed: 16 km/h Maximum Descent Speed: 16.5 km/h Stealth Mode: When active, limits the maximum horizontal speed to 7.2 km/h. (Normal max speed is 16 km/h; maintains a descent speed of 17 km/h in both modes). Fixfoam Grenade Detonator: An automatic emergency hull-sealing system that activates instantly upon detecting high-pressure leaks. There are 5 detonators located behind the black circles on the hull in the following areas: Reactor/Electrical room (1), Command Room/Turret area (1), Cargo (1), MedBay (1), and Fabrication area (1). Intelligent Spotlight Control: Cycle through spotlight views with the press of a button. Switch to the previous or next spotlight simply by moving the cursor backward or forward and clicking. Integrated Amenities: Dismantler, MedBay, Trap Room, and Depth Charge Decoy. Remotely Operated Drone: Operated entirely via remote terminals in the Command Room. The drone features two modes: Attack Mode and Movement Mode. Cargo Drone: An expedition drone capable of carrying two cargo crates and featuring a 6-slot integrated inventory. It includes a versatile laser turret that can be controlled from the command post or manually at sea. Armament 3 Main Turrets & 1 Aux. Turret (3 Chainguns, 1 Coilgun): Seamlessly switch between manual control and auto-aim mode. Dual-Link (1 Railgun / 1 Chaingun): Heavy armament connected to a single periscope for simultaneous fire. The Railgun is manual control only, while the Chaingun features both manual and auto-aim modes. Ballast Anti-Flora System: Emergency purge levers installed in all ballast tanks (2) for the instant eradication of toxic flora infections. Command Room & 4-Button Tactical Panel Top Lever: Activates auto-aim mode for the 3 main turrets and the auxiliary Coilgun. The auxiliary Coilgun can also be manually controlled from the Command Room. 4-Button Tactical Panel: Exit (Perimeter Access Control - Main Hatches and Airlocks): Green Mode: Unrestricted entry (Warning: Allows access to hostile organisms and husks). Red Mode: Total Lockdown. Completely blocks and seals all main entrances. Entrance/Trap: Instantly blocks a hatch located between the cargo area and the trap room where the Coilgun is located (ideal for isolating and eliminating intruders). MedBay: Blocks access to the infirmary; if necessary, it can be used as a temporary holding cell. Electrical Discharge Coil: Activates the external, localized defense electrical network. (Warning: Always deactivate before performing an expedition). Credits for submarines used as reference: Bicksborg II by Aidowl R-278 «Dugong» by Жора Дисмембер
Alien vs predator
door 76561198022704366
This Alien vs. Predator (AVP) Mod combines three core modifications into one intense, survival-horror experience inspired by the Dead Space 2 Hardcore Mode. ALIEN – XENOMORPH Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1817618698 link below: ALIENS: Clothing, Weapons & Armor https://steamcommunity.com/sharedfiles/filedetails/?id=2349099564 increased difficulty level with dead space 2 Hard Core mode the mod also includes AVP-Aliens:https://steamcommunity.com/sharedfiles/filedetails/?id=2510534927 and AVP-Predators https://steamcommunity.com/sharedfiles/filedetails/?id=2542258497 what I plan to add in my free time: factions both in movies and games predators new missions new sound design modified to a small extent ui people who created the modifications: Sla ПΛПО Dragoon rickashell harrixson Stive Sparks King of Knights mod was created because the original modifications are too easy for me and do not give a sense of danger All credit for sprites and the original script goes to them. I only made the fix and changed the project structure. If the creators have a problem with this mod I will take it down immediately.
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