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Mods & plugins voor Barotrauma
Deze catalogus bevat 82.000+ Barotrauma-projecten van Steam Workshop. Items kunnen server-side, client-side of aan beide kanten nodig zijn en ook maps of andere gebruikerscontent bevatten. Controleer vóór installatie de gelinkte bronpagina, gameversie en afhankelijkheden.
Barotrauma mods installeren op je server
Ontdek populaire Barotrauma-mods uit de Steam Workshop en stel een eigen modlijst samen voor je campagne. Gebruik bij alle spelers en op de server dezelfde Workshop-versies om verbindingsproblemen te voorkomen.
- Zoek op naam en bekijk populaire Workshop-mods
- Controleer afhankelijkheden voordat je een campagne start
- Houd de laadvolgorde op server en clients gelijk
- Test updates eerst met een back-up van je wereld
Servermods kunnen onderzeeërs, items, monsters en complete campagnes toevoegen. Controleer altijd of een mod geschikt is voor de huidige Barotrauma-versie en voor dedicated servers.
CaramelLatching
door 76561198214594327
You'll know when the Latcher is approaching for sure. Replaces Latcher ambience with Caramelldansen. Inspired by https://youtu.be/8kklU-_IwQw?t=303 and of course Fortunate Worm: https://steamcommunity.com/sharedfiles/filedetails/?id=2702843916, big thanks and a shoutout to Fortunate Worm without which I would of never figured out how to get this working. Want to use Barotraumatic with this?: https://steamcommunity.com/sharedfiles/filedetails/?id=2905269365
Whaleys Guns
door 76561198078171857
Adds 7 new Guns and 2 new Melee Weapons Guns - AK47 M4 Sawed Off Shotgun CZ P-10 C 1911 Mac-10 Burf Gun (Shoots harmless Burf Darts) Melee Weapons - Rusty Hatchet Whirling Blade Most of the guns and their accompanied magazines can be purchased at the military stations, and a few are scattered elsewhere. Almost all the weapons can also be found in wrecks. Let me know if you encounter any bugs or things you think should be changed.
[AA] Aquatic Arsenal (Discontinued)
door 76561198028127668
**What's Aquatic Arsenal - Lead Diver Job?** It's a mod that adds a Lead Diver job that fills the role of Security specialized in diving and exploration missions. The role is balanced for vanilla although I made some compromises where the job excels more than some classes because I prioritise fun over near perfect balance. Said job comes with 3 talent trees called "Whaler", "Frogman" and "Diving Instructor". First you have to choose your specialisation which will might tweak your stats to fill the missing roles in your crew better and then choose from many utility talents before finaling being able to choose a subclass and specialize. Whaler is a subclass focused on survivability and fighting with harpoon weaponry. It's also focused in manufacturing a variety of new harpoons unlocked through progressing the talent tree. The class also rewards melee combat as well as allows for swift rescuing of teammates. Chosing this path will allow you to manufacture gut-swirling drugs and the experimental, infamous Crying Seals Ballista The Frogman utilizes experimental dart weapons that can penetrate walls and doors or simply penetrate through a single limb hitting another. A frogman is a master of sabotage who can cut through metal and weld doors very effectively. He also can get access to buoyant sea mines and a variety of underwater gadgets. The weapons tied to this talent tree primarily deal laceration and organ damage rather than gunshot wounds dealt by most guns. Diving Instructor is an expert in diving, swimming and exploration. Also a true team player that grants bonuses for other crew members swimming near him so that he can lead a proper exploration mission. It's a definition of a support class which provides much needed safety outside of the submarine as well as many handy tools to increase the chances of everybody getting back to the ship in once piece! **Notable Changes for the mod (vast items are tied to the new job's talent tree!):** -Added a new job with a talent tree and perks -Added tons of new harpoons -Added 3 sets of starting outfits -Doubled the amount of diving equipment with new items. -New weapon type that can pierce walls and limbs. -Added a Crying Seals Ballista which is practically a huge handheld, well, ballista. -Added a new endgame diving suit for the lead diver and also a bangstick melee weapon. -Added buoyant sea mines that you can deploy in the sea and then deactivate with a press of a button. -Added buoyant sonar buoys that buff players around them while giving much needed light outside of the submarine. -Added a silent sonar and a throwable decoy box that you can fill with explosives. -Added a harpoon pistol to go along the harpoon gun. You can dual-wield them or take one and a flashlight. -Overriden old harpoons,harpoon guns, diving suits and diving knives. Updated their flavour text too. -Added a surplus pistol and the "sketchy improvised makeshift pistol - simp" (it's a makarov and the other is a single shot shotgun with it's own reload speed independent on how fast you put the next shell in - try it, its fun). **Trivia** This mod actually came to life because I was designing a sub for me and my friends to play a campaign with. I wanted to make the doors manual and with buttons so that you could open them and hold an angle to defend yourself when you get boarded or aliens break in. They insisted that it is not necessary and that they don't want to open doors all the time. Later that night I made a pistol that could shoot through doors and walls. Then I added a rifle and did a bunch of tweaking until I finally started working on an entire class since I noticed a lot of players were begging for a new class that is security but for aquatic missions. **Compatibility** This mod has to be put ON TOP of mods that change these items: - Diving knives, Harpoon guns, Diving Suits. For example if let's say you use "Sounds of Europa" because it adds breathing sounds to all diving suits my mod has to be above it on the mod list or else code written by Alkateia will override my changes and all diving suits in my mod won't be compatibile with my new large oxygen tanks **Thank You** Big Thank You to many Barotrauma modders as well as everyone on Barotrauma discord in #baro-unstable and #baro-modding. Your help and support was a big factor in deciding to complete this mod. I'd like to credit some folks who have done some outstanding work and either helped me directly or I because learned new solutions from their code published on steam workshop. EK Mods by Videogames - This guy wrote so much code I practically learned what to do by playing with his code. This mode probably wouldn't happen if not for him. I also modified his impact and proximity mines and breaching charges as well so if you're reading this Videogames and don't appreciate me borrowing them let me know and maybe we can something out ^^. Warden Job - At the moment probably my favourite job mod besides mine of course hahah. Your mod helped me a lot in improving the structure of the talent tree I implemented. Fantastic work from Yak'All and credit where credit's due, the job you cooked up plays amazing although it's a tad overpowered ^^ BaroDrama - I was always a big fan of mods adding more diving suits to the game but unfortunately most of the mods were either stylised and didn't match the vanilla aesthetic or said mods were of quality that I wasn't happy with. Big thank you to DarkSignal and Jsoull for letting me borrow one of their diving suits for me to edit and for making a great suit mod as well. Hungry Europans - Very big fan of mods created the creator of Hungry Europans that goes by _]|M|[_. Thank you for allowing me to use your code in my skinning mechanic rather than having to start from scratch. Good luck on your expanding the Chef class. Can't wait for the premiere :) Retrievable Harpoons - Back before my break when I was only laying the ground work for my mod I came across Working Joe on the #baro-modding barotrauma discord channel. He let me save some time by giving me permission to toy around with code of his harpoons. He also answer many of my questions which sped up my work. THG Armory - 'Vanilla' Throwing Weapon Pack - I borrowed the janky code for throwing weapons by "caninmyham" :D. I really hope Undertow Games actually implement throwing weapons into the game at some point. Thanks to your code I made spineling spikes into throwable daggers. If you don't appreciate me using your solutions text me and I will remove this feature ^^ The Amazing Auto-Detonator Headset - I found your mod amazing and I decided to make own version of it. Great mod and big thank you to ๖Un1ty for inspiring me into adding a variant of this fun gadget into my mod! Ye Ole Cannon - I played around with a handheld cannon that Justice made to see how my Crying Seals Ballista holds up to it and found his weapon more enjoyable. Because of this I changed the projectile it fires into a hitscan to make it more consistent and also added a knockback effect upon firing. What a hilarious feature, thank you for inspiring me! Least but not last I'd like to thank any and all barotrauma fans who helped me in putting this mod together and even simply rated it, tested and commented with praise or feedback. Your input was a big influence and driving force into actually completing the mod. Thank you!
SOFA'S CLOTHES
door 76561198058190158
A bunch of just miscellaneous clothe/costume items. None of them are balanced as this mod was made primarily for this https://steamcommunity.com/sharedfiles/filedetails/?id=2675489335 Right now these are all the items: Loners suit Fancy suit Deep miner suit Deep miner suit mk2 Deep miner security suit Medic Droid Security Droid Hermetically sealed backpack Light Pack Utility suit Droid Robot?
[NEX] 宿怨-级攻击舰 (Vendetta-Class Assault Ship)
door 76561198064946520
You are free to use, modify and distribute the XML and SUB of all my mods in any way you like. 你们可以随意以任何方式使用,修改,分发我所有mod的XML和SUB. If you using and mod, you will need using editor, set Navterminal's Scale to 0.200. This mod will reset the Scale data of Navterminal,Will result in blocked interaction points. mod causes the Flowerpot scale to reset, please editor set Scale to 0.15. 注意:使用数字声呐mod与欧罗巴之声mod将会导致导航终端的缩放重置,请使用编辑器手动设置Scale为0.2. 进入深渊mod导致花盆缩放重置,请使用编辑器将Scale(缩放)设置为0.15。 Now updated in English by DeepL! If you can provide a better translation, please! NEX-宿怨-级攻击舰 NEX-Vendetta-Class Assault Ship B站 “宿怨”战意级攻击潜艇简单操作介绍 - 欧罗巴中一直流传着许多有关"宿怨"是如何诞生的传闻,而这些自相矛盾的流言中,只有一则最不浮夸、最接近真相、诉说着一名天才工程师的故事。这个匿名的家伙据说是个被通缉的飞船工程师,据说是因为意图使用焊枪谋杀安全官,安全官合理的使用霰弹枪进行正当防卫的时候,他无情地杀害了安全官。为了急于离开这个星球,他设法攻破了安保协议,并顺利获权控制了自动组装工厂的AI,之后他开始准备生产一艘用来逃跑的舰船,但在尝试以篡改数据的方式来加快生产进程的时候,却意外导致数据被彻底破坏。 尽管得知该消息后的木卫二联盟当局,成功回收该舰,但官方声明中却并未提及那名工程师是否遭到逮捕。虽然几乎所有工程师均致电过海军部,要求目睹该原型舰的真容,好将其拆开,并学习其独特的设计理念,但由于他们无法保证能仿制成功,或者将其重新组装回去,所以为了以防万一,海军上将们经商议决定将其直接投入现役。 具备可观火力与卓越机动于一体的高速攻击舰,虽然难以与战列舰正面抗衡,但灵活的"宿怨"级的作战能力非常全面,能够使用轨道炮和鱼雷进行反潜、反水生动物等打击任务。 此外,执行突击、运输、打捞、特种作战、布雷、侦察、巡逻以及封锁等任务均不再话下。 - Numerous rumors circulate in Europa about how the "Vendetta" was born, often contradictory. The least embellished story was the closest to the truth; one of a talented engineer with dreams of creating space craft. The dream manifested less out of altruism and more of a need for an escape plan. A routine hull repair resulted in the local security officer being injured by a welding torch, which resulted in the security officer reasonably defending himself; with a shotgun. As things do, they escalate, and the safety officer was found dead. Knowing the penalty for murder, the engineer was now eager to now leave the planet. He managed to hack an automated AI controlled assembly plant. Running short on time and in a bid to speed up the manufacturing process, he modified production data resulting in the corruption of the automation program and extensive damage to the factory. Authorities successfully recovered the ship, but could not export the schematic data off the factory's systems. Any official statements neglected to mention whether the engineer had been arrested. Though nearly all of the Alliance engineers had requested the admiralty allow them to disassemble the prototype for further study, there was no assurances that it could be put back together due to its non standard, and impossibly complicated design. As precaution, and in an attempt to learn as much as possible before the ship inevitably destroys itself, or the immediate area near it, the admirals deliberations yielded the decision to put the ship into service, and get it far away from themselves. Very quickly the ship was found to be more than satisfactory. Soon the admiralty received orders from above; "the factory will remained tooled as is, begin a full production run. -(Translation by Discord User Sorboclese#0222) Although it is difficult to compete head-on with battleships, the nimble "Vendetta" class is very versatile, capable of anti-submarine and anti-aquatic strikes with rail guns and torpedoes. In addition, it can perform assault, transport, salvage, special operations, mine laying, reconnaissance, patrol and blockade missions. 船舰尺寸(Ship Size) 27x6m 水下速度(Underwater speed) 39(54)km/h 潜浮速度(Diving speed) 19km/h 推荐乘员(Recommended Crew) 1~12 欢迎各位船长随意使用,改装变更,升级改进!请在您发布的二次创作作品里添加本物品链接,谢谢! 爱你~ Welcome all captains to use, modify, upgrade and improve at will! If you need to publish secondary works, please add a link to this item. thank you! Love you guys~ I steal some really great portfolio pieces: - Many very nice assemblies, such as toilets, boxes, storage, wetsuit cabinets, some decorations, etc., from Acacia by rav2n You must try his work,very amazing! - Reactor design modification fromEK Kira Mk-II by Videogames You should try some of his other works, very amazing+1! - Reactor control system fromAutomatic Reactor Controller by ignis - Regular expressions medical database modification sinceMineralDex - An ingame Material and Monster Look up system by badgerman - Extracabin monitoring system modified fromSmart CCTV / Camera System by CaptainKeyboard - Automatic safety door modification fromAuto Advanced Door "Gvinevra" by Arti Strelkov - 简介剽窃修改自远行星号中文论坛 绅士猫 汉化发布的恶魔航电mod - 酷炫的离子推进器光效来自Antares的COLONIZER(殖民船) - "Spark" Drone ("火花"无人机)modification fromBronze Age by Doge the biologist He made a lot of cool boats! - I forgot if I missed it, if you find it, please contact me! - - Acacia by rav2n - Oh dear, we've reached the word limit!
Afflictions +
door 76561198113432139
Welcome to the Afflictions + mod page! Ever thought about the fact that Barotrauma's afflictions tend to fall a bit short in quantity or impact? You have came to the right place! Afflictions + is a mod that adds a lot of new and different afflictions, medicines, items and buffs that you have yet to experiment in the depths of Europa's oceans. Great for enhancing the roleplay/serious experience. What does this mod add to the game? The mod aims to add the following content when fully completed. - 12 new afflictions. - 12 new medicines. - 12 new buffs. - 12 new items. Due to Steam's character limit in description boxes the detailed info of the mod is being moved to a pastebin document. https://pastebin.com/ncBL2mBC You will find all the mod info in the URL above. Last Update: January 5 2022. - Fixed mod activation bug. How to use the mod during gameplay? The mod activates itself automatically whenever you start a mission for the first time after installing the mod. To check if it has been correctly activated, the medic crew of the submarine should be able to see a new status effect in every member of the crew called "Alive". - FAQ - - How frequent are you going to update the mod? + Very often! Expect to have an update every day or so, until I run out of ideas. - How many afflictions / buffs / medicines / items are you planning to add to the mod? + 12 of everything! 12 afflictions, 12 buffs, 12 medicines and 12 items. - Hey developer! This (insert affliction name) is too op! + If you ever feel like an affliction is too much too handle feel free to comment it below. I test the afflictions with myself and friends, but some tweaking might be needed in some cases. Let me know!
U-571 Endeavor
door 76561198043690948
U-571 Endeavor was a modernize overhaul rebuild Tier 3 attack class submarine from U-Boat that served as a cargo and passenger vessel. It soloable with bot that the layout and design are features from the original creator credit below. Submarine Package: - U-571 Endeavor (Vanilla) - U-571 Endeavor HENTIRER Edition (Mod require) U-571 Endeavor Attack Class Submarine Submarine Specifications - Class: Attack Tier 3 - Crew Size: 1 - 6 - Cargo Capacity: 3 Unit Load Device - Cost: 30000 mk - Velocity: 15 km/h - Max Velocity: 34 km/h Submarine Armaments - 4 Coilguns - 2 Flak Cannons - 1 Railguns - 1 Depth Charge - 4 Automatic Discharge Coils (Auto/Off switch) Submarine Features - Automatic Reactor / Batteries Controllers The 10000 kW Reactor with ARC comes equipped with a Fission-override circuit. This circuit sets the reactor fission rate to 0 if batteries charge / condition above 20% or docked to a station, and will operate once batteries charge / condition fall below 20%. The 40000 kW quad battery array comes with auto switch power and remaining time display. Comes with a Battery Smoother logic circuit to control recharging that charge when docked to a station. Manually charge is available once batteries charge fall below 20%. Do not turn on auto for the Reactor. - Adaptive Overload Buffer Active overload protection system meant to deal with power spikes reliably, while minimizing disruptions to the power grid. - Cave Cooperation Drone "Glimmer" Weaponry: 1 pulse laser Features: Can be operated in mother ship or in-field. With automatic following capability, you need to manually turn on the switch on the mother ship. After turning on auto-follow, the drone will automatically follow human targets within the sensing range. (range is about 16m) - Galdur Scout Pod The Galdur Pod is both a shuttle and a drone. It's as easy to drive as a scooter, with great visibility all around. - Turbo Speeds Two speeds modes, standard, about 15 km/h and turbo about 34 km/h but only for a limited time before engine overheat. - Powered Diving Suit Lockers & Oxygen Tank Shelves - Automatic Oxygen Generator Maintains oxygen above 60% - Custom voice Alert System: Flood, Fire, Intruder, Low power Mute button to disable repetition alert. - Ballast Flora Mode Drains ballast until empty. Cuts power to pump and disables pump. - Air duct and water drainage layout - Captain or XO switchable gun periscope - Powered Bottom Docking Port - Bot friendly waypoint - Customizable light color setting / RGB lights Epilepsy warning - Armored Command and VIP Room U-571 Endeavor HENTIRER Edition Crew Size: 4 - 6 It require and compatible with the following mods: - Enhanced Reactors - Immersive Repairs - Hungry Europans - Neurotrauma Mods should also be arranged in this order in your mod list Special Thanks: You all should visit their workshops and subscribe to their stuff. Their hard work was crucial to this design. - 江奈's Apo-5 "Chainsaw" - ShishaTW's U-Boat Klasse VIIC - Ricki's Decoration Assembly kit - Psyduck's Decotrauma - Zyleand's Shipyard Drone Collection - Lughbaloo's Large Boi Power Grid - so1fach's Adaptive Overload Buffer - Crazy Ivan's Sirens - uberdrück's Yet Another Airlock - KillerBill,s The Dynamic Response Optimized Reactor Controller - Silent Hunter's THE ARC Reactor Controller - Kerbarian's Galdur Scout Pod - shrekstyle's item ducts - - ̗̀ Milix ̖́- / Nas4xou's Unoculus Tags: Deathwish collection, Hardcore, vanilla, Uboat, Gato, Historical, Elektroboot, XXI, I-400.
Kebab Accordion / Кебаб аккордеон
door 76561198162012579
Power of Serbia Finally I updated it Added purchase at outposts Added the effect of playing the accordion, now relieves psychosis Added accordion crafting ----------------------------------------------------------------------------------- Мощь Сербии Наконец я обновил его Добавлена покупка на аванпостах Добавлен эффект игры на аккордеоне, теперь снимает психоз Добавлено создание аккордеона ----------------------------------------------------------------------------------- Наша группа вконтакте: https://vk.link/huskteam
SCP Pelagic Anomalies -- R&D /Stage 1
door 76561198075697378
For playing at our server. Come join if you are interested in some SCP RP! What's included? Research & development station and items: Research station Centrifuge station Various tools Creatures: SCP 006 SCP 131 SCP 939 SCP 999 Weapons (divided by their ammo type): 9mm (has riot, extended, fire, tracer, and heal variants): USP COM-15 Glock UMP-45 (only accept extended mags) 28mm (has riot, and fire variants): Project 90 30mm (has riot, and fire variants): MP7 .31 cal (has fire, explosive and AP variants): Logicer lmg 5.56x46mm (has riot, fire, tracer, heal, and explosive variants): AUG-A3 45mm (has riot, fire, tracer, heal, and explosive variants): HK-XM8 L85A2 10mm (has riot, and fire variants): Kriss vector High grade shells: XM1014 Striker shotgun .50 cal (has riot, and fire variants): Desert eagle 51mm (has fire, and AP variants): M134 56mm (has riot, fire, and AP variants): FAMAS-F1 Rockets (has fire, and explosive (damage up) variants): Rocket launcher Welding fuel (Vanilla, sets targets ablaze): Flame-spitter Custom jobs: Administrators (O5, and site managers) Security D-class Scientist MTF's (Deep Feeders, Fire Eaters, White Rabbits, and Hammer Down) Chaos insurgent (not really as a job yet) All with their own custom made uniforms and equipment! Miscellaneous items: Stimulats (A to C) Medical briefcases (small, medium, and large) Zip ties Clipboard (Requires thalassophobia, does nothing otherwise)
Hydroponics Reworked
door 76561198838582012
Hydroponics Reworked allows you to cook up some questionable consumables (drugs), whether that be for profit or illicit consumption is up to you. Relive your trailer park dreams and grow copious amounts of cannabis, or roleplay as a bald high-school chemist and make different types of cool crystals ;) the choice is yours! - Adds Weed/Marijuana/Cannabis, Tobacco, Crack Cocaine, Crystal Meth, Shrooms/DMT/Magic Mushrooms, Coffee, Beers, Tea (for the British people) and much much more. - Custom event sets - fight the cartel or trade with them for profit! - More chemistry mechanics, . - Merged DRG Beers (applied some custom bug fixes) & converted plants for Hydroponic use accordingly. - Basic Russian language support. It is a Direct-Translation for now, but it will get a proper translation soon. - Neurotrauma and Vanilla Compatible*. - Craftable medical items for use in vanilla and NT-Modded Barotrauma*. - Various bug fixes from the original Hydroponics mod such as Security-Safe consumption, sonar clogging, spawning fixes, and MASSIVE lag reduction for consumables. *If you are not running the Neurotrauma mod, then it is highly recommended that you obtain a console error suppression mod. This mod is based off of Hydroponics by Dahitman and DRG Beers by Mannatu. The codebase of the original mod is nearly completely rewritten and does NOT operate like Dahitman's original mod. Guide You can find a guide at (outdated but recipe's still work) https://steamcommunity.com/workshop/filedetails/discussion/2940512481/3780248001144507359/ If you would like a translation to your language, feel free to message.
Chicken Beatbox Fabricator
door 76561198064834136
This mod replaces the sound of all fabricators to a chicken beatbox I don't know why i did this Leave a like, nerd
[AP] Catran
door 76561198031436001
Another captured pirate ship of undetectable model. Poor condition of submarines hull compensated by reinforced bow armor, which in turn had a bad effect on the submarine's mobility, but at the same time made it possible to engage frontal battle. Without reactor on board, it has battery system with a large supply of power. Having old CR-M type firing systems in two sectors. It is that kind of submarine that requires small investment, but demanding for crew experience. Role: Scout (tier 1) Dimensions: 22x8 Price: 3500 Recommended Crew: 2 - 4 Cargo space: 4 Recommended Crew Experience: Experienced ═════════════════════════════════════════════ Очередное захваченное пиратское судно неопределяемой модели. Скверное состояние корпуса лодки компенсируется усиленным носовым бронированием, что в свою очередь плохо сказалось на подвижности подлодки, но в то же время позволило вести лобовой бой. Не имея реактора на борту, обладает системой батарей с большим запасом питания. На борту установлены огневые комплексы типа "CR-M" в двух секторах. Подлодка требующая не малых вложений, не менее требовательная к опыту экипажа. Класс: Разведывательная (уровень 1) Габариты: 22x8 Цена: 3500 Рекомендуемый размер команды: 2 - 4 Грузоподъемность: 4 Рекомендуемый опыт команды: Опытные ═════════════════════════════════════════════ Logic master: https://steamcommunity.com/id/tor_del/
K-07 Kasatka
door 76561198049757080
Updated Mk II version: https://steamcommunity.com/sharedfiles/filedetails/?id=2892213958 Well, it's here, and only thanks to the baro discord community again! Hope you can give me feedback on balance, design issues and bugs so that I can improve it for you. I've done a lot of tests, but still.. So.. Please, Enjoy! Traitor friendly. Bots friendly by ~ 80% (they can't add an extra rod to the reactor, switch engines, switch railgun/coaxial turret, and probably some other little thing..) K-07 Kasatka: Heavy Deep Diver carrier for 10(7)-16 people. -Has 3 patrol drones and 1 shuttle, Bay gates are opened by a switch in the command room. -Doors are not automatic, the nav terminal has a button to close all internal doors, but some of them will still be open in case of flooding due to water sensors. -The submarine has a backup lighting battery (next to the main batteries) in a separate power grid. By default the lighting goes through it, the switch is on it, recharging is controlled manually. -Lighting has 600 consumption (+50 for each active searchlight, but except for turrets). By default all searchlight and turret lights are off and only turn on when periscope is in use. -Chaingun at the bow and railgun at the bottom are not swappable, but the railgun has a coaxial turret, which is toggled by a button next to his periscope in the gunnery compartment -The ballast has an additional layer of armor (fully front and partly rear). This is another line of shells just below. Sometimes you have to fix it after a fight, or be lazy and not use it. Components: -Reactor power: 8000. Slightly increased fuel consumption. Keep in mind that when recharging batteries/drones/shuttle or turning on both engines, you will need at least 2 uranium rods to get 100% power output, as these are voracious components. -Backup energy: 4 batteries each with 4000 capacity, 2000 max output, 1000 max recharge speed. Consider it a backup reactor for 2 minutes. Сontrolled by a terminal in the engineering compartment. Be careful with batteries when turning on/off and recharging, they have a Huge output. So when you charge them at 100% recharge rate, be prepared to reduce the reactor power when the charge is close to 100%, otherwise if they are not turned on after full charge, the load will drop by 8000, your junction boxes will explode. -Engines: Main Engine 17km/h, 2500 consumption. Silent Auxiliary Engine 13km/h, 2500 consumption. Both 21km/h. Have their own switches, you choose the combination you want. -Ballast: Two ballasts, each with two pumps with 600 power. Max vertical speed 18km/h -Oxygen Generator: 2000 consumption (1970 + 30 for additional oxygen shelves). Switchable. -Engineering: Both fabricators and deconstructors have 1000 consumption (med fabricator also has a deconstructor). -Misc components consumption ~1000-1500 -Flood protection. In the passage next to the command tower is the bilge, a pump with 600 force. Bay has 3 small pumps in the drone port compartments. The lower front and stern have drain hatches into the ballast. The junction box compartment also has a small pump. Shuttle "Spotty": It's recommended to leave the shuttle when there is something under it, since the airlock is located in the ballast compartment. -Max speed: H 30, V 18/19. -The battery has 15000 capacity, 600 max output, 2500 max recharge speed. -Shells are fortified up to 200 maxhealth (like a submarine). Front bumper with 400 maxhealth. -Mineral scanner (200 consumption) which together with a working oxygen generator (250 consumption) will load the battery up to 900, so you will not have enough energy. By the way, you can take extra oxygen tanks and turn off the oxy generator. Drones (Bubble): Remember to dock them in their port, otherwise they will not be able to recharge. -The battery has 1000 capacity and 500 max recharge speed, engine consumption 100, ballast cunsimption 50+50. This is ~7-8 minutes of work. -Max speed: H 35, V 18. -Unmanned. Shells are fortified up to 400 maxhealth. Wi-Fi range 75000. -Has an integrated 360 degree pulsed laser. -Internal components are invulnerable, you only need to repair the outer hull and reload ammo while docked (or undocked?). By the way, you can use the ammo loader room for the ride and be the R2-D2 for the drone right in the battle! But be careful not to fall overboard while the drone is moving.. *there is a bug with the drone firing animation, everything is fine in the editor, but when playing the laser beam is either not displayed, or completely horizontal, but this doesn't affect its performance in any way, so far I haven't found a way to fix it. I'll try to come up with something because I really don't like it.
Helldiver Armor
door 76561198150146014
Since Nobody was Bothering to make Helldivers Content for Barotrauma. I have decided to do my part. It can be bought anywhere you can buy the combat diving suit, and can be crafted with one as well. It has slightly improved stats over the Combat Diving and PUCs functionality. Cape can be crafted at Fabricator. Spread Democracy to Europa, Helldivers. Also Checkout Helldiver Armor for Zomboid Help me make More Mods quicker
Creaosis' Pirates and Wrecks
door 76561198035231228
Wrecks and Pirates fashioned from workshop submarines to serve as challenging enemies and encounters in a server I frequent. Also includes a couple beacon station variants, a rare pirate mission variant and overhauls of the weak vanilla bandits included in one of my other mods. All original subs will be listed below. IF YOU PLAN TO USE THIS WITH WITHERING SOULS, PUT WITHERING SOULS AFTER THIS MOD IN YOUR LOAD ORDER. PUT THIS AT THE BOTTOM OF YOUR LOAD ORDER IF NOT. Thank you to the creators of New Wrecks for Barotrauma for allowing the use of their wreck trap systems I make use of in this mod, it can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=2184257427 Wrecked versions of these ships included: https://steamcommunity.com/sharedfiles/filedetails/?id=2602920829&searchtext=iroh https://steamcommunity.com/sharedfiles/filedetails/?id=2256692784&searchtext=stoick https://steamcommunity.com/sharedfiles/filedetails/?id=1888013883&searchtext=vellamo https://steamcommunity.com/sharedfiles/filedetails/?id=2760213949&searchtext=neptune https://steamcommunity.com/sharedfiles/filedetails/?id=2300915904&searchtext=pallas https://steamcommunity.com/sharedfiles/filedetails/?id=2243226081&searchtext=leda https://steamcommunity.com/sharedfiles/filedetails/?id=2719553121&searchtext=kaiser https://steamcommunity.com/sharedfiles/filedetails/?id=2496189242&searchtext=gato https://steamcommunity.com/sharedfiles/filedetails/?id=2806806163&searchtext=europalines https://steamcommunity.com/sharedfiles/filedetails/?id=2658465994&searchtext=nautilus
The Avali's Audio Overhaul
door 76561198817917920
This mod is perfect for veterans of Barotrauma who no longer fear the depths of the abyss and have embraced the chaos and madness that is the waters of Europa. Intensity layers are changed to combat music, new sounds, new music for everything. This mod is mainly an update and expansion for Barotrauma Audio Overhaul. The music is (mostly) replaced with Synthwave, Dark Synthwave and, some others like Chillwave and Retro Synthwave. (also has some special dialogue that npcs can say) Supported languages (added conversations for AI) English Русский Some examples are in the links and in the videos on display on this page. https://www.youtube.com/watch?v=kwLTw8F8yN8 Please give me any bugs, issues, suggestions, or criticism in the pinned discussion. I’d love to hear your feedback. Load order 1. All other mods 2. The Avali's Audio Overhaul 3. Other sound overhauls you want to override with this mod. Note that it may not work depending on how the other mod is coded. (Make sure to keep the mod low on the load order!) The music only version can be found here. All music from this mod that is made by Karl Casey @WBA is copyright free and you may take it without permission. However make sure to credit them, as that is their agreement. Credits: Karl Casey @White Bat Audio and, Hakita for music in this mod. LeDoux for the original Barotrauma Audio Overhaul mod as well as permission to make this. Icon made by Mutso. If you like Avalis (species not mod) check them out. They draw great art like the one here. Click to join the discord for my mods and subs.
Tanc a Lelek Accordion
door 76561198181657443
Adds a seperate accordion called the doomed accordion that plays Tanc A Lelek Can be crafted or bought Check out my new mod https://steamcommunity.com/sharedfiles/filedetails/?id=3478197625
SandboxMenuEnhanced
door 76561197994054424
Oct 25 2024 update: Livelandr has merged my improvements back up into their original mod, so this fork's purpose is complete. Cheers! A fork of Livelandr's Sandbox Menu, which added a spawn menu for any items or afflictions from any mods. This fork adds an additional list of afflictions affecting the currently selected character, which helps both with identifying and removing/extending existing afflictions without having to search the entire list. Very helpful for debugging (and cheating/GM'ing) with Neurotrauma! Also: - allow moving the menu - allow setting affliction strength slider to -100 to remove afflictions - better support at different resolutions - Esc closes the menu Compatibility: - Requires Clientside and Serverside Lua, and you need permission to use console commands - Load order agnostic Github Source - PR's welcome!
Anchor to Walls
door 76561198051454344
This mod allows Submarine-fired harpoons to STICK TO CAVERN WALLS! Anchor yourself to the floor! Swing along the cavern ice ceiling! Perhaps even save yourself from falling into the abyss! All Vanilla XML! no Lua for barotrauma is needed! Load Order: load above "Movable and Sellable Wrecks" This version improves on all 3 aspects of a sub mounted Harpoon: - Hauling wrecks - Capturing creatures - Anchoring submarine Changes: Heavy industrial hook A reusable industrial Hook which can be loaded into both the railgun and depth charges Curtesy of Movable and Sellable Wrecks (Replaces Railgun Harpoons) Coilgun Harpoons Now fires 3 round "burst" With 12 harpoons per box! Improved Balancing Better Ammo economy Anchors are now "permanent" (Except on creatures) Rope Adjustment Ropes now have HP! They can be shot off! (They're weak to explosives) Or they can be manually detached by clicking on them Ropes will now try to keep structures at a 15m distance from the Sub Allowing you to Haul wrecks easier New Hooked Creature Mechanic Reels and releases creatures depending on distance Now Easier to ride abyssal monsters Reduced Phantom Force Bugs Vanilla Rope are extremely buggy They tend to produce phantom forces when creatures or submarines gets stuck This is reduced in this version Old Vanilla version here:
[DEAD] CC's UAPM [deadNgore]
door 76561198282947402
Updated and combined version by SydWad Обновленная и объединенная версия от SydWad'a
Playable Mudraptor Job 3 (Electric Boogaloo) (WORKS IN 1.0 LAUNCH!!!)
door 76561198121076875
This is the kinda scuffed elecrtic boogaloo 3rd version of the amazing playable mudraptor mod. A combo of features that can be found in the two mudraptors mods already on the workshop, originally by Elly and continued by Magenta, links for both of their workshops can be shown here https://steamcommunity.com/sharedfiles/filedetails/?id=2848527408&searchtext=mudraptor https://steamcommunity.com/sharedfiles/filedetails/?id=2852819097&searchtext=mudraptor
EK Passant Mk-I
door 76561198059085511
Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. EK 'Passant' Mk-I Surplus light corvette "An old 2nd-gen Coalition corvette manufactured in large numbers, the 'Passant' class was regarded as fairly average in all aspects aside from it's reliability. Many would eventually be resold as surplus to independent outfits, some later going on to serve under the separatist navy. Due to the long life of these hulls, low maintenance cost, and ease of customization; many 'Passant' class vessels continue to be refurbished and retrofitted far beyond their age as low-cost commercial fleet units." This submarine isn't specifically separatist themed, but it's pretty easy to imagine an old repurposed hull like this being pressed into conscript service either by the Europan Coalition, or Jovian Separatists. Also FYI, apparently as of a few versions ago diving-gear doesn't spawn as frequently in autofill lockers. So make sure to buy extra scooters and plasma cutters at the beginning of campaign Role: Scout ( General purpose vessel ) Tier: 1 Price: 4,750 Mk Recommended Crew: 3 - 6 Size: 26x9m Horizontal Speed: 24 ( 28 with upgrades ) Vertical Speed: -19,22 Cargo Capacity: 10 Boxes Magazine Capacity: 0 Shells, 15 Boxes Vessel Strength: Low Vessel Maintenance: Very-Low / Tiny-Crew Recommended Difficulty: (Starter) Recommended Crew Experience: Any Notable Features: Overhead stowage / maintenance duct - Small medical cabinet - Small arms safe - Drainage system Weapon Systems: - x2 Coilgun (Turret-Mount) - x1 Empty Hardpoint (Turret-Mount) Stock Battery Controller Trim: 101 - 15 I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented? -with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now. ( Also expect that potential "EK mods remaster" to not happen after all )
Deathwish - Companion Mod
door 76561198044041937
A mod required for the Barotrauma Deathwish mod collection Makes some mod features compatible with each other and gets rid of certain modded items that would otherwise make the game easier. Changes and Adjustments: - Adds an "Announcement System" which plays a sound and changes the voice channel of all headsets within 150m to channel 0. - Changes the impact sound of all crates (including modded ones) to the Enhanced Immersion crate impact sound. - Makes all diving suits from Barotraumatic Creature Pack no longer spawn except on the creatures that need them, non-interactable for players and despawn if the creature wearing the suit despawns. - Provides compatibility between Immersive Repairs and A bit more turrets. Load Order: As seen in the Deathwish Collection.
Enhanced Armaments + Chemical Agents
door 76561199105095974
Allows Enhanced Armament suits(CBRN, Liquidator, and Heavy Hazmat) to work with Chemical Agents and vice versa only for the Advanced Hazmat Suit and EOD Suit in CA. Hardened Diving Mask same function as CA's Diving Mask. Does not modify vanilla diving suits to be compatible with EHA stuff.
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