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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.
Super soldier Mod
door 76561199182034972
https://discord.gg/HXyfdtgDb4 - my modding discord for bug fixes or suggestions
海底常沉号
door 76561199052929848
S-616 STYX
door 76561198414191539
(I will update the description later) Tier 3 sub / 4000 marks meaning that you can take it from the start and finish your campaign with it Features: -3 burst firing coilguns -1 fast firing autocanon (fires coilgun ammo for more accuracy) REALLY HIGH RPM -1 forward facing railgun -Automatic electric discharge coils (can be turned off/on) -Guided torpedo that can be loaded with up to 4 nuclear mines (2km range) -Lockdown mode (nothing leaves/enters the sub) -Armored curtains behind windows (closes automatically when water is detected) -Auto-Destruction terminal -Safe Room (button in the reactor room) -Inside, outside and turret lights can be turned off/off (when inside lights are off: second image) -Anti-Ballast flora lever prevents the flora to spread in the ballast by pumping all water out And much more ! (I will translate the sub in ENG and maybe RU if the sub reaches 20 subscribers)
Gato Resurrected
door 76561198418014671
My unofficial remake of the Gato sub. Has been updated for use on the Errant Voyage server. Should be able to safely ignore mod requirements. Vanilla version can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=3210417169
WeaponPack
door 76561198086361882
Version 1.0 Compatible Completely overrides and overhauls every gun in Barotrauma, as well as adding a few new guns from EK-Armory by Videogames. Any unique sprite artwork is from his mod and not made by me. EK-Armory: https://steamcommunity.com/sharedfiles/filedetails/?id=1769403760&searchtext=ek+Armory ----------------------------------- New Weapons: Gauss pistol and rifle - Need to be recharged in a charging dock eventually, but the magazines have significantly increased capacity over other guns. Causes much more punchthrough Gunshotdamage, but not much bleed damage. Laser pistol and rifle - Needs chemical ammunition made from liquid oxygenite, but is capable of causing focused burn damage that tears through submarine hulls, doors, and anything not resistant to burn. Portable Autocannon - Small magazine size, but the shells do immense focused damage in addition to exploding on impact for area damage. Pipe Rifle - Cheap craftable rifle that can be made by everyone from difficulty level 0. Inaccurate, slow reload time, but powerful. Ancient Weapon and Alien Pistol - Vanilla weapons, but have been overhauled to be *significantly* more powerful at the cost of needing new Alien Weapon Battery cells that must be crafted. Sawn-off Shotgun - Early game shotgun that can be obtained prior to the Riot Shotgun. Holds only two shells, but can fire both simultaneously. Handgun - Relatively weak sidearm that can be obtained from Difficulty Level 0 and crafted by anyone. Dart Gun - Offensive alternative to the syringe gun that does heavy damage combined with various possible afflictions. HE Grenade - High explosive grenade with high resource cost and size in exchange for a massive explosion radius. ----------------------------------- Modified Guns: All guns now have a default always on flashlight when aimed. We have colonized Europa. We shouldn't need to replace flashlight batteries every couple of minutes on all our high tech military equipment. Any weapon that required power to function, like the Scrapcannon or Arc Emitter, now have a built in fulgurium battery. The gun itself needs to be recharged at a charging dock. To compensate for this lack of convenience, these weapons deal significant damage to cost ratio compared to all other available guns. Several weapons have massively increased fire rate and larger magazines, while others have reduced fire rate + smaller magazines but hit like a truck, such as the handcannon that now only holds a single bullet, or the Rifle which is a true bolt action that holds a 4 round clip. ----------------------------------- New Ammo: FMJ - Vanilla ammo with 0.5 Armor Penetration. HP - Hollowpoint ammo that does significant damage by adding laceration and increased gunshot damage, but is almost fully stopped by any amount of armor (-1.0 Penetration) LL - Less Lethal ammo that does only blunt trauma damage, stun, and some bleed instead of gunshot damage (-1.5 Penetration) Alien - Physicorium for the casing, Incendium for the propellant. Does massive gunshot damage, with some extra burn and explosion damage, and with significant penetration (1.5 Penetration) ----------------------------------- Balance: The value per damage has been calculated from Vanilla revolver rounds. This formula has been then systematically applied to all ammunition, resulting in a fully balanced damage system. If I thought a weapon should deal more damage for the amount of ammo it had (I.E. the Heavy Machine Gun), I had the ammo require significantly more resources and cost to account for that amount of damage. All ammo and weapons can be found in Military and Armory merchants, excluding Less Lethal gear which is found in City and Outpost merchants along with some other weapons like Handgun and Harpoonguns. Explosions now have a secondary explosion that triggers when outside the submarine. Explosions have greater range and damage when underwater; be careful with your grenades. Bullets do hardly anything to submarine halls and doors. Structure and door damage is based on explosion and burn damage rather than gunshot damage. Two handed weapons deal 1.5X more damage for the value of their ammunition compared to one handed, but all two handed weapons slow you down by 0.9X speed, or 0.5X speed if the weapon is absurdly sized. Dual wielding two one-handed guns is optimal DPS, but is very expensive. Consider subscribing to the Neurotrauma mod for more realistic gunshot damage. Real people can take several 9mm FMJ rounds to the chest without dying instantly. People bleed out slowly, and adrenaline can keep someone going for several seconds. ----------------------------------- Crafting: EVERYTHING can be deconstructed, including ammo, getting back just as much materials as was put into the item (usually). Unique weapons can be recrafted using the weapon itself + dementonite, in order to increase its quality. Merchant values for all weapons and ammo are based on the materials used rather than arbitrary amounts. Generally speaking, the more expensive ammo is, the more powerful it is. Weapons have been added to Talents where I thought appropriate. Gauss is a Machinist weapon, and Lasers are Engineer weapons. Portable Autocannon is a Security capstone weapon. All weapons can be purchased at high enough Difficulty Levels, and some capstone weapons are locked behind Faction standing limits. Crafting recipies are generally consistent, with the same type of ammunition requiring the same materials. Larger amounts and caliber of ammunition require larger amounts of materials, resulting in higher damage or larger magazines. The most extreme is the heavy machine gun alien ammo drum which costs over 3000 Marks. ----------------------------------- Sounds: Most if not all sound effects have been replaced with real life sound effects mixed by myself using Audacity. For example, the Arc Emitter now sounds like an electrical transformer exploding, Laser rifles sound like lightning thunder, etc. ----------------------------------- Compatibility: This mod completely overrides all vanilla weapons and ammo. Anything that remotely touches vanilla ranged weapons, explosives/grenades, or the talents of armsrace, residualwaste, implacable, munitionsexpertise, warlord, rifleman, or gunsmith likely won't be very compatible. ----------------------------------- TO DO: Create Spreadsheet for weapons and ammo. Create a less arbitrary weapon skill requirement system for weapons based on something consistent, like fire rate, weapon type, and number of hands to wield. Add variant ammunition for the bolt action Rifle. Considering modifying the Flamer and Acid Rounds/Grenades. Interested in making explosion damage change depending if underwater or not, rather than only outside the submarine. I may have to look into the Real Sonar mod for examples. Considering adding probability damage to emulate "critical hits."
Minotaur Gunship
door 76561198042700671
Previous generation attack submarine that was widely used during active phase of third war. It's armor, room plan and weapon placement made it a good and cost-effective choice for plugging holes in defenses. But currently in times of peace and trade there is no need for this caliber warships anymore, so to get extra profit fleet owners have made different alterations, like in few of the models repurposing middle ballast tank into cargo room and brig. /Sub is mainly made for PVP/ - Crew size: 3-7 Features - Emergency Dive System (~50m / reset time 3min) - Smart drain System (Drains Engineering and Engine room only when breaches in hull are fixed + drain pipe) - Weapon and battery settings are Terminal controlled (its possible to change setting for one or all weapons at the same time / and its possible to provide battery power to only certain chosen devices or systems) - Logger (Feature in terminal that offers information about current sub status and logs older actions) - Railgun shot call out System - (System that reports in chat about when railgun has been shot.) - Ship weapon usage indicators (Visualized information on which ship weapons are currently in use) - Ship detector (Fixed ranges) - Optimized ship room layout. :) Special thanks to my dear engineer Lusciniasvecica without whom it would not have been possible to finish the Sub. Also thanks to ZIP for help on visuals and Soup girl for her opinion and help in stages of planning.
Atlas Mark IV Assault Ship (Outdated)
door 76561198046839039
The Atlas Mark IV is the latest in advanced submarine technology. Based upon the Atlas Mark III Submarine, the Atlas is finally fully working and not buggy. Featuring four railguns, a more spacious interior,better moonpool,a bottom docking area,better lighting,more bunks,more storage and supplys,7 coil guns, and two Seamoth MK-II submersibles, the Atlas Mark IV could be considered a better version of the Atlas Mark III. Version 3.2
NT Cybernetics Enhanced fix 2.0
door 76561198892457865
该模组作者已经两年没有维护了。 角色死亡后尸体不可互动,使得赛博义肢无法回收了,而原模组作者声明这是可以做到的。 遂尝试修复,但是我lua水平为入门级别,只好另辟蹊径。在角色死亡后再生成一个义肢到角色尸体物品栏中,若物品栏没有空间,则会掉落在尸体所在的地上。 这个是服务器自用的版本,调整了各个义肢的刷新概率,这东西太容易捞到了。
Ка-50 Helicopter
door 76561198020062858
Ka-50 is a Soviet/Russian single-seat attack helicopter designed to destroy combat equipment, firing points and enemy manpower on the battlefield. . CONTROL VIA PERISCOPE! . 3x click - shoot hold LMB and periscope direction determines movement released LMB - docking . You can navigate via Alt
Mad Science! (A Better Genes Expansion)
door 76561198318270495
This is an add on for Better Genes, made by a much better mod author than I https://steamcommunity.com/sharedfiles/filedetails/?id=3369216550 What it does: 1) Changes spawnrates so that all unidentified genetic material tiers spawn on both creatures and from refining alien blood. 2) Adds a crafting table (made in the fabricator) that allows for you to craft focused stabilozine 3) Adds "Focused Stabilozine" which when combined with the correct tier of unidentified genetic material (color coded to match) will guarantee a certain gene to be the resulting product. Note: You must already have discovered a gene by normal means, and it must be untainted + uncombined. Is this balanced? no but who cares? I want some mudraptor veteran genes and im going to get them even if I have to bend the rules of reality!
Horrors of the Abyss
door 76561198864112656
A whole new europan expanse waiting to be discovered... or I should say worked on since we gotta do that Known problems: Atom bomb damage inconsistent Flora grenade causes crashes (Maybe) Ideas: New Monster New exo suit More custom weapons? Acknowledgments -Monke Man
Omega Monster Variants
door 76561198117860917
- This mod adds 7 monster sizes, from Tiny to Colosal. - All sizes have "Eximus variants" with "abilities" (inspired by Warframe). - There are currently 10 different Eximus. - There is a 60% chance a normal monster will be converted into one of its 87 variants (This is so we can avoid auto-completing missions because all your 25 objectives were changed into variants lol). (All the negative effects in the mod are VERY subtle, don't be scared!) (I made it so these effects only affect humans to prevent the same species from harming themselves. Thanks to code limitations working around this is going to be a pain in the A so I think it'll stay like that for now.) 1. Bouncing Electricity: Electrical discharge every 5 seconds. Extra: Area of Effect EMP that slightly damages submarine components (Don't be scared! It's barely noticeable.) 2. Chilling Cold: From 10% to 30% reduced movement speed. 3. Corrosive Miasma: Acid discharge every 3 seconds. Extra: Damages submarine hull (It's fine, trust me!) 4. Crystalline Hide: 40% physical damage resistance (Example: Laceration, Gunshot, Bleeding, etc.) 5. Dragon Heart: Revives 1 time when killed. Extra: Revives in a weakened state with -55% health. Slowly recovers from this state. 6. Gamma Radiation: 75% chance to inflict a very small amount of radiation sickness. 7. Painless Wall: 30% physical damage resistance for nearby allies. Extra: This Eximus is unaffected by AoE buffs since this one is a priority target, this way they are easier to kill. 8. Seething Heat: Burn discharge every 3 seconds. Extra: Deals damage to ballast flora. 9. Skin Renew: Periodic physical damage regeneration for nearby allies. Extra: This Eximus is unaffected by AoE buffs. Yes, that means it can't heal itself. 10. Volatile Core: Explodes on death after 2 seconds. Extra: Damages hull. 11. Ravenous Horde: 20% damage- wait a minute... Crawler, Crawler Husk, Mudraptor armored, Mudraptor unarmored, Spineling, Tigerthresher and Bonethresher. - Wait... is that all? Well, I'll have you know that's 678 monster files I had to create. Now, if you're willing to cooperate... Mods like Barotraumatic Creature Pack and Husk Improved also override vanilla monsters. Make sure to put my mod below these or any other similar mods. Doesn't need a new game. Any issues do let me know. Feedback is appreciated.
Europa's Lost Suits
door 76561198145396989
This fork on the mod was made to make sure it worked for 1.0, i take very little credit for anything in this mod except for the "Radio Diving Suit" and some minor fixes to the mod This mod adds 2 unique diving suits to the game that you can find in wrecks and abandoned stations, there are also 2 more that can be crafted Unknown Diving Suit - Strangely this suit can ONLY fit oxygenite tanks - Uses hull O2 when possible - Once equipped there is no way to take it off - Slightly slower than Abyss Diving suit, but higher stats - Applies custom affliction (Alien Noise) - This strange suit emits some alien sounds Hand-Crafted Diving Suit - Due to this suit being hand crafted, it can only support normal oxygen tanks - Increased movement speed on land, but slower on water and has lower stats - The suit has 3 slots for ammunition and grenades - Has a unique affliction called "Bloodthirst", after it reaches at least 85%, you will become enraged which will have increased melee damage and swing speed Radio Diving Suit - Increases your radio range from 35000 to 50000 meters - Attracts nearby creatures - Stats are between the regular diving suit and the combat diving suit Old Diving Suit - Reskin for Regular Diving Suit
Customizable Flashlights
door 76561198091056403
A mod that adds flashlights that can change color! Requires: 1x Red Paint 1x Green Paint 1x Blue Paint 1x Light Component 2x Aluminum This is my first mod so there's a good chance this won't work. https://github.com/Tomas-Duron/Colored-Flashlights-Barotrauma Here's the source code for the mod, if you want to improve it or just use it in another mod, just credit me by linking to either this page or my Github. Thanks! Also I don't know if I will fix/keep this mod updated because I will probably forget this mod exists.
Kalashnikov Assault Rifle (AK)
door 76561198014321438
Replacement of sprite and sounds of the Vanilla assault rifle with a Kalashnikov model. Also added a reload sound.
Triton
door 76561198080228094
Tier 2-ish Transport submarine The Triton is the first submarine ive bothered to publish, being a mixture of a tranport and drone carrier a lot of cooperation will be necessary to fully utilize its potential, most of the submarine has also had its wire
Sealab2021
door 76561197964107558
Howdy Folks! This is Howlin Mad Murphy! After the misadventures of Sealab in 2021, they went to Europa!
Dugong Mk-21
door 76561198209053992
原本的Dugong MK-18的修订版的最新改型,替换了2门新版本的近防炮和1门激光炮,添加了集装箱货柜,加入了态势感知系统,加装了涵盖舰艇内外的全局监控系统,为方便做护送/押运任务对所有舱门和重点物资、特殊按钮设定了身份权限,只有对应的艇员方能使用。自动线圈已能识别敌我可在开启时外出作业。穿梭艇也同样加装了环绕监控系统。此外还有诸多更新细节请参见指挥舱的说明书日志!加入独立舰长室,新增自毁保险,新增炮位指示灯。新增鱼雷发射管。新增基因合成台及新版本各种枪械道具。(为了应对新版本AI的智障问题,小艇的电器设置为无敌的)舰长室加入门禁锁和自毁广播。调整了引擎的消耗和最大航速以满足内鬼模式需求,降低了所有电池的容量,机房新增船员物品保险柜,过道声呐新增船体状态监测仪,调整了连射炮的炮台转速,略微调整了物资数量。
U-1187
door 76561199010023505
The U-1187 was originally designed for large production, its small size quickly showed lots of benefits. Unlike other u-boats it has a single room and open ballast, combined with two strong pumps it can get rid of water really quick and can survive some hull damage. The simple layout and low amount of parts makes it easy to maintain. This model has military upgrades and should be ready for all missions it has to do, it is able to run in silent running mode.
Immortal X
door 76561197980388895
Immortal X is a long term project I have been working on since Game Release. What you get with this Sub: An attack class vessel designed to be upgraded to unleash it full potential with a solid layout. Robust electrical system. Extremely maneuverable for its size. Stealthy and Versatile. Equip: 5 Turret Hardpoints - 2 top 3 bottom (1 on attack drone) 2 Coilguns Preinstalled 1 Railgun in Command 1 Depth Charge Launcher 1 Electrical Discharge Coil Fabricator and Deconstructor Fully Equipped med bay with Fabricator and Bed Labelled Junction Boxes and Batteries that can last up to 30 mins on low load. Shuttle/Attack drone that can be piloted from It's Nav console OR the Remote Shuttle Control Room on the main Sub. 2x Mineral Scanners - 1 on Sub, 1 on Drone. 2x Safety Airlocks that will not open if water is detected. (Use Airlock override to enter airlock with water inside.) Fully Equipped Command Room with Detailed readouts and warnings. Stealth mode (Switches ALL interior and exterior lights off, including guns, shuts down reactor, activates batteries, limits engines to 20% (silent), disables non-critical systems. Ship-wide blue status light.) Emergency Ballasts - Flood 2x non critical rooms to provide additional ballast in currents. Full set of starter equipment, carefully selected and placed around the sub to last the first 3 missions. After that, you must craft, loot or purchase what you need. This Sub is designed to provide a balanced start to the Campaign all the way up to end game, when fully upgraded it is formidable, it can be used in both Vanilla and Modded servers. Download Goby IV to use as respawn shuttle in your campaign. https://steamcommunity.com/sharedfiles/filedetails/?id=3728163387
Symbiocine
door 76561199067808690
This mod adds a syringe that gives Husk Symbiosis when injected. It can be crafted with 1 calyx extract and 1 deusizine so long as you've read the blueprint for it. The blueprint can be bought from Church of Husk merchants if you have 65 or more reputation or can be very rarely found in wrecks. The drug itself can also be bought from Church of Husk merchants if you meet the same requirments. This mod is meant to be the (hopefully) definitive answer for people on multiplayer servers that constantly die and have to reapply symbiosis over and over again. I tried to make it relatively balanced, but I may rebalance it in the future if it turns out to be too overpowered. Supports English and Russian! I also took a lot of the code from this mod.
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