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Mods & plugins voor Barotrauma

81.000+ mods beschikbaar Bron: Steam Workshop ↗

Deze catalogus bevat 81.000+ Barotrauma-projecten van Steam Workshop. Items kunnen server-side, client-side of aan beide kanten nodig zijn en ook maps of andere gebruikerscontent bevatten. Controleer vóór installatie de gelinkte bronpagina, gameversie en afhankelijkheden.

Barotrauma mods installeren op je server

Ontdek populaire Barotrauma-mods uit de Steam Workshop en stel een eigen modlijst samen voor je campagne. Gebruik bij alle spelers en op de server dezelfde Workshop-versies om verbindingsproblemen te voorkomen.

  • Zoek op naam en bekijk populaire Workshop-mods
  • Controleer afhankelijkheden voordat je een campagne start
  • Houd de laadvolgorde op server en clients gelijk
  • Test updates eerst met een back-up van je wereld

Servermods kunnen onderzeeërs, items, monsters en complete campagnes toevoegen. Controleer altijd of een mod geschikt is voor de huidige Barotrauma-versie en voor dedicated servers.

assassination – Barotrauma Mod

assassination

door 76561198967573340

kill that guy right now this mod makes it so you can get a traitor mission that is just straight up an assassination mission, for example kill (crewmate) i could not have done this without this mod: https://steamcommunity.com/id/ivoryazalea as it helped me figure out how to actually make traitor missions

102 downloads Details →
Gulo-Gulo Transport – Barotrauma Mod

Gulo-Gulo Transport

door 76561198055390723

NOT A RESPAWN SHUTTLE A tiny transport shuttle, carrying cargo, minerals and personal to their respected missions. Suited with a de-constructor, a mineral scanner and space for up to two crates. Including funny music to increase worker moral and keep them from unionizing. Meant to be attached to your submarines bottom docking hatch

95 downloads Details →
ECS JOHN SHAFT - DYI Edition. – Barotrauma Mod

ECS JOHN SHAFT - DYI Edition.

door 76561199114425425

A top-of-the-line Abyss Carrier serving the Europan Coalition Navy, the John Shaft is built for long-range patrols, featuring six gunports for dominance against Separatists or Europa's wildlife. Hull modifications expanded the infirmary and cargo space by removing one combat shuttle, a change approved via a Coalition document oddly printed on clown-grade paper.

93 downloads Details →
Speedwagon Foundation Sub From Jojo's Bizzare Adventure – Barotrauma Mod

Speedwagon Foundation Sub From Jojo's Bizzare Adventure

door 76561198461066301

My first submarine and attempt in making the submarine they used in the red sea during part 3. It features bad wiring and some pumps do not work, it is fixable in game however. I got bot compatibility to work alright I think.

93 downloads Details →
"CAT" STATUE – Barotrauma Mod

"CAT" STATUE

door 76561199177432691

Made of 361 lights

87 downloads Details →

Орбита 4 ''Бункер'' 1.0лл

door 76561199107430918

44 downloads Details →
Sturgeon – Barotrauma Mod

Sturgeon

door 76561198247438700

Tier 2 Attack, 16000 marks. === Designed to tread the line between scout and attack vessel, the Sturgeon class boasts excellent mobility and high flexibility. The snug interior allows decent comfort without sacrificing efficiency, and the fully functional fabrication and medical bays make sure that a Sturgeon can compensate for any complications on the fly-- though if need be, several of these systems can be shut down to maintain steadier power to weapons and the engine. Said engine is complemented by spacious ballasts, allowing for impressive maneuverability on both vertical and horizontal axes. Of course, while impressivly swift and reliably versatile, the Sturgeon's armour and weapons should not be overlooked. The nose and upper deck, alongside the area beneath the engine, are mostly hollow, functioning as spaced armour or crumple zones to defend against hostiles-- and an integrated discharge coil allows the nose itself to repel threats, becoming an impromptu battering ram if used right. However, these defenses do not extend to the underbelly and upper rear of the ship, which are unfortunately rather poorly armoured as a measure to cut down on weight. Care should be taken to make sure a Sturgeon does not leave these areas open, as damage to them will quickly flood the ship. Thankfully, the submarine boasts excellent arcs of fire with its guns, which include a pair of Volt-model coilguns-- mounted on the spine and underbelly-- and a stern chaser pulse laser, alongside a forward depth charge tube for decoys or bombing runs. Curiously for an attack-class sub, none of these weapons use a heavy hardpoint-- though that is not to say the Sturgeon doesn't have one. Rather, the mounting point for heavy weapons-- located on the upper face of the vessel's bow-- is left intentionally empty, allowing a new crew to desicde what sort of firepower is most relevant for them to bring. The fact that this lack of a large weapon helps cut down on the overall manufacturing costs of the Sturgeon is definitely just a happy coincidence. Still, even fresh from the dockyards, a Sturgeon is a powerful and reliable asset, able to perform most attack roles effectively, while retaining enough versatility to operate in several other roles. === The Sturgeon is the second submarine I designed and built, and boasts quite a few improvements over my last sub. As usual, everything works well, and should be functional for bots. Finally, a few bonus notes: - The nose was the hardest part to get right, as I really wanted a sort of pointed snout for the design. Ultimately, it's a mostly hollow structure covered in fin panels to give it the illusion of being one piece, but it does the job. And, as mentioned, it's probably the toughest part of the ship. - Several convenience features are set up-- there's an automatic battery system, the command room's light can toggle, you can turn the fabricator and deconstructor on and off, and there's even emergency supplies in the ballast tanks, in case you need to do repairs or something. Furthermore, there's readouts for the reactor's fuel level and the engine's integrity, alongside labels for each junction box. - All turret systems are keyed to a Master Arm in the gunnery compartment. If master arm is not active, your guns don't shoot. This is mainly useful for making sure your bots don't try to murder a bunch of moloch pupae or something, and is otherwise more of a neat trick. - There's two main reasons why the Sturgeon doesn't come with an included heavy weapon; one, I couldn't decide what would be best to put there, and two, I just liked how sleek it was with the nose clean. - Besides the main console controls, the depth charge can also be fired via the trigger on the captain's periscope. So, like, be careful if you're salvaging a wreck or something, I guess. Edit: you can't actually disable the medfab the same way the other fabrication stuff can. Also, fixed an issue where the engine room's hull didn't actually touch the rear of the ship. Edit 2: fixed an issue with the forward ballast's hull hitboxes.

84 downloads Details →
Dreadnought – Barotrauma Mod

Dreadnought

door 76561198439861508

A sub I put a lot of work into, to be honest i can't be bothered to write a lot or do some fancy stuff on this page. The sub has many non-standard features such as: - Unconventional design for the airlock that feels more realistic - The coilguns and flak being burst - A strong backup power system - A full kitchen and dining area (HE) - Automatic discharge coils that attack monsters as well as crew so the captain needs to manage them to avoid accidents - An engine boost function - Seperate main engines and 2 aux. engines for the engine boost - A prison - A loading area seperate from the gunnery compartment - A layout that encourages crew to utalize the whole ship instead of just a couple of rooms - A gardening compartment with a electricity socket (for HE hydroponics) - Cyclable searchlights for the captain - Buzzers on periscopes that turn on when a creature is close to a gun the periscope is connected to And propably some more that didn't come to my mind just now. I reccomend you give it a try and leave some feadback. Oh and hungry europeans are required. Have fun

85 downloads Details →
Golden Saint - Tier II Attack – Barotrauma Mod

Golden Saint - Tier II Attack

door 76561198115806622

Lore "A once legendary submarine that sailed the cold Europan waters. Named by those who received it's aid, but despite this, it was feared by all and for all the wrong reasons. No records exist of this vessel ever assaulting anything except for pirates, yet the Coalition labelled it as a threat to all and demanded its capture with an initial reward of 70,000 mks and eventually 100,000 mks. No one knows why the Coalition had a grudge against such a noble vessel, but does anyone really know why the coalition does what it does anyways? After the bounty became public, the submarine vanished and was not seen again for a long time. Perhaps because of its narrow silhouette it was able hide from sonar? Many months went by, but eventually the submarine came out of hiding and allowed itself to get captured. Legend has it, the captain did it himself and split the profits amongst his crew, not a dumb idea in the slightest. Eye witness reports the fabled captain utilized the strategy of swooping in from above to attack the weakly armored tops of many pirate submarines, if you'll note the majority of the firepower is mounted to the underside, to only then fire EMP torpedo's as it dives quickly into the abyss to have never be seen again... at least until it was seen again that is. The submarine went under many skilled captain's, all who were seeking some sort of reputation by commanding a legendary vessel, before eventually finding itself sealed away at the back of a dank shipyard. ANYWAYS that's enough tall tales... The submarine definitely shows its age at this point... BUT this thing was built many moons ago. The most notable thing about this vessel is that the stowage compartment functions as a dynamic ballast that allows it quickly go into a dive. Its got torpedo's too, not many sub's have those nowadays for some reason. There is also a lot of bells and whistles you could ever want too, it's all listed in the dossier. I'm sure with a skilled crew, repairs, and of course marks for upgrades it will be a feared vessel again. So... are looking to buy yourself a legendary vessel?" Features Tier II Attack Submarine for 14,000 mks. - Ideal for crews of 3-6. - Dynamic ballast system controllable from the nav terminal. Button inside stowage opens the doors temporarily if you get locked in. - Reactor temp. warning systems. Reactor has extra heatshielding allowing a longer time in critical (~40-160 sec). Consumes fuel at a slightly higher rate, so be sure to insert more fuel rods to minimize fission rate. - Batteries output 2000 kw/h, enough to run the sub in limp mode/stealth. - Lever in engineering turns off power to everything in the room and the two external spotlights. - Status screen in engineering shows areas of flooding, doors open state, ballast flood level, and condition of main machines. - Motion Tracker. - Fire alert system. - Onboard fabricator. - Personalized crew storage. The Captain can access all lockers and Security can access everyone but the captain. Weapons - Dorsal mounted; Heavy ten barreled coilgun. Fires a 10 round burst. - Ventral mounted; Two chainguns . - Ventral mounted; Large turret hardpoint . - Two railgun torpedo tube's. Fired from the nav terminal, the hatches must be closed to fire. See photo's for firing information. - Depth charge tube. - Electrical Discharge Coil's mounted on the ballast tanks. They need >30% to fire and can trigger about 2 times in quick succession. Extra/Quirks - The stowage CANNOT be opened when sealed for ballast control except through the navigation terminal and the button inside the stowage area. Make sure you have appropriate crew in the respected areas before sealing the stowage area. BOTS can use the button to leave the stowage area if it is sealed for ballast control and they can use the diving suits inside, they shouldn't succumb to any ill happenings. BUT they are BOTS after all... - The BOTS CANNOT open the hatches to load railgun shells for the torpedo. I tried everything, but they just wouldn't. If you have them on reload operations make sure you open it for them or else they will get stuck trying to load shells. - Very rarely, but the BOTS may not fix the hull on the other side of the torpedo hatch if they are closed. - Some junction boxes are prone to overvoltage, mainly the "power mainline" one. - Sneaky hiding spots. - Stocked with early game gear, except for 4 combat diving suits.

92 downloads Details →
The Argusian Knight – Barotrauma Mod

The Argusian Knight

door 76561198057266724

Tiny but mighty. The Argusian Knight is perfect for any sized crew or even a solo run! She is outfitted to be able to withstand nearly all attacks whether they be internal or external and has everything else onboard that you could possibly need. Bots work extremely well on this sub! Features & Specs: Command and Control: Airlock Alarm Fuel Gauge Battery Gauge Silent Running Light Control Battery Control Oxygen Control Hull: 52m x 12m Single Hatch 2x Ballast Tanks + Wet Ammo Stowage 1x Storage Unit 1x Engine Security: 4x Coilgun 3x Railgun Lots of Weapons and Ammo Mechanical, Medical and Electrical rooms are all available, labelled and easy to use with no alterations needed. Recommend playing on hard mode or with the Europa War due to the outfitting and recommend the use of the Halo mod due to prefilled weapon racks, and because, Halo! Feel free to join us on our server and let us know what you think! https://discord.gg/argus

103 downloads Details →

大弹药

door 76561198195612223

调整了EK1.x中不太合理的弹药量

66 downloads Details →

German submarines

door 76561198832506074

A german song played on Uboats during the war. It's meant for this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2831597994&searchtext=Jukebox

63 downloads Details →
Juggernaut – Barotrauma Mod

Juggernaut

door 76561198136101380

Juggernaut -- боевая подводная лодка, которой не страшен End Worm. На все инженерные вопросы насчёт лодки ответ один: потому, что я так хочу. По большому счёту выкладываю её для себя. Но, если ей для игры воспользуются кто-то ещё -- я не против. Описание: 1) Лодка оснащена наружней и внутренней сигнализацией. Наружная сигнализация представлена в виде датчиков движения, настроенных только на монстров, снаружи лодки. Индикаторы сигнализации соответствуют кнопкам активирующих ближайшие разрядные катушки на корпусе. Внутренняя сигнализация представлена в виде датчиков движения внутри лодки, настроенных только на монстров, находятся внутри каждого отсека. Индикаторы находятся на капитанском мостике на условной схеме отсеков. В каком отсеке на схеме горит индикатор, там и находится проникший засранец. 2) Лодка оснащена системой видеонаблюдения. Чтобы капитану не было скучно -- он может лично понаблюдать за происходящим снаружи. Два перископа на которые подключены по 3 камеры. Переключая соответствующие кнопки под перископами будут включиться соответствующие камеры. Также на мостике есть передний иллюминатор. 3) Реакторный отсек оснащён автоматической системой пожаротушения. Если в нём возникает дым -- отсек автоматически затапливается, потом вода спускается в балласт. 4) Балласт оснащён взрывателями для борьбы с балластной флорой, которые управляются с капитанского мостика. Одним нажатием кнопки с цифрой соответствующей балласту откачивается вода и подрывается воспламенитовая граната. За тем пожар автоматически тушится. Вторым нажатием кнопки балласт возвращается в рабочее состояние, нажимать нужно примерно через 22 секунды. 5) Орудия -- строенные, по умолчанию работает одно, но при нажатии кнопки рядом с зарядником начинают работать 3 вместе. 6) На борту есть целый склад боеприпасов. 7) Есть отсек Арсенал, как склад для разнообразного вооружения из модов. 8) Присутствуют 2 склада для найденных артефактов. Для упорядочивания можно подписать каждый шкафчик, нужно в элементе "сигнал" переписать текст и нажать кнопку рядом. 9) Имеется челнок, который может управляться напрямую и дистанционно из подлодки. Вооружён двумя магнитными пушками, они управляются только дистанционно из капитанского мостика. Челнок может стыковаться как снизу, так и сверху. Добиться этого было не просто.

75 downloads Details →
Humpback III – Barotrauma Mod

Humpback III

door 76561197992125902

Humpback III user manual Reactor 4800kW Engine 742hp at 1550kW Battery MaxOut 4000kW Cap 8000kW MaxRate 2000kW 3 Pumps 2100L at 1200kW 2 Airlock Pumps 400L at 240kW Inventory Slots 262~ Crate Slots 12 Ammo Shelf Slots 12 Railgun Shell Slots 6 Features -Bridge lockdown mode -Advanced energy & condition displays -Radar warning receiver -Motion detection across the ship -Battery control terminals -Actual airlocks -Connectable ballast tanks -Electrical safety compartments Welcome and thank you for choosing the Humpback III Startup To dry start the Humpback it is recommended to set the battery recharge rate to 0% assuming that the batteries were charged, they should be turned ON before Battery control There are two control terminals located in Bridge and in the Engineering room. They allow you to control the batteries with 4 commands: on,off,0-100 and auto. 'on'&'off' Will connect & disconnect the batteries power output to the grid. '0-100' Will manually set the recharge rate of the batteries. 'auto' Will toggle the auto mode, this mode will decrease the recharge rate if the ship is in need of more power and increase the charge rate if the ship is currently idling.(Max charge rate 60%or1200kw) This mode will overwrite the manual setting. Radar warning receiver(RWR) there are sensors around the ship detecting movement nearby and thier direction Electrical safety compartments These rooms were designed to keep water away from the electrical components. Incase of flooding it is recommended to keep these rooms closed to prevent any unecessary damages to the devices. Airlocks The airlocks are connected to each other meaning that, if one airlock is cycled, the other one will do the same. They can be controlled over the navigation terminal to increase the ships diving capabilities. Connectable ballast tanks The A & B ballast can be connected manually inside of them, or over the navigation terminal. This can be done so both pumps can access both tanks. This will increase the diving capabilities. Incase of minor damage to one of the ballast tanks, the other pump can assist to unflood the tank. If a ballast tank is majorly damaged, it is recommended to keep them closed. Normal Operation of the submarine When operating normally it is recommended to keep the batteries on auto mode and the ballast tanks connected. Docking When docked it is recommended to set the battery recharge rate at 100% and turn the reactor and batteries OFF. Since outposts on Europa provide free energy to travelers, it should be utilised. Construction year: 2022 Model Version: 1.5 Inspection by: SpeedKiller Update 23.09.2023 -added A blue light at the Auto bat. system will now display if the recharge rate is bieng throttled -added A small display has been added to the Auto bat. lights which displays the current recharge rate -fixed The reactor power has been increased to 4800 to be more on par with other ships in the price range -fixed Auto bat. system has been improved -fixed Emergency lights are now only on if the power output is low -fixed Ballast tank A has been increased in size

83 downloads Details →
Dongus Erectus – Barotrauma Mod

Dongus Erectus

door 76561198070929661

The mightiest, girthiest beast of a ship to ever pierce the virgin caves of Jupiter's moons. Its length was spoken of in the brothel, its weight, spoken of in the bathroom, and its crew, spoken of in the psychiatric ward.

104 downloads Details →
CRCKDL – Barotrauma Mod

CRCKDL

door 76561198099321783

Околованильная Васянская подлодка (можно разглядеть Азимут, Горбун, Дюгонь и т.д.). Почти вся необходимая проводка и компоненты на видном месте, чтобы можно было самостоятельно редактировать. -Капитанский мостик с небольшим прочным стеклом. В навигационном терминале есть кнопки: 1. Отключение реактора. 2. Включение/Отключение запасной энергии. 3. Сброс глубинной бомбы. Рядом есть экран "ЗАПАС", показывающий процент заряда в батареях. Есть выключатель, который разрешает доступ к гаупвахте. (Об этом далее). Второй экран показывает открыта ли тюрьма. Терминал, в котором можно установить скорость зарядки суперконденсаторов. Нужно ввести число от 0 до 100. -Комната с фабрикатором и деконструктором имеет кастомный ящик "Материалы". В нём расположены два больших ящика для ресурсов в верхней и нижней области. (Взято с R-278 "Dugong", спасибо автору). В комнате имеется сонар со сканером минералов. -Реактор имеет простую автоматику из 3 компонентов, которая работает быстрее обычной. -Монитор состояния в моторном отсеке. -Шкаф для дайвинга, материалов и оружейный взяты с подлодки R-278 "Dugong" (https://steamcommunity.com/sharedfiles/filedetails/?id=2783973083&searchtext=R-278). -Гаупвахта имеет два выключателя. Выключатель у самой двери в тюрьму работает только, если капитан включит доступ на капитанском мостике. (Если капитан отключает доступ к гаупвахте, дверь в неё закрывается, при этом не важно в каком положении выключатель у двери. Надеюсь понятно объяснил). Лодка пока не тестировалась, критика принимается.

86 downloads Details →
Horizontal hangar door (5h) – Barotrauma Mod

Horizontal hangar door (5h)

door 76561198883529633

91 downloads Details →
M1 Garand – Barotrauma Mod

M1 Garand

door 76561198044688612

It's an M1 garand, for barotrauma. Does it make sense to have a wooden battle rifle from the 1930s in a sub traversing one of the moons of jupiter? I believe in humanity, and more importantly, i believe in the power of the M1. It Pings. Sorta. Some bugs. Let the ping drown out the bugs.

65 downloads Details →
Defibrillator+ – Barotrauma Mod

Defibrillator+

door 76561198017159161

Same mod from pogger dogger but defibrillator has extreme healing effect Original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2414505475

60 downloads Details →
M163 – Barotrauma Mod

M163

door 76561198803441470

20mm Self-Propelled Air Defence Gun M163. Brrrrrrrrr.

51 downloads Details →
Cyclone Shuttle Series – Barotrauma Mod

Cyclone Shuttle Series

door 76561198046839039

The Cyclone is an armed and improved Pad with working energy systems, 2 Coilguns, And Storage. While the Cyclone can be piloted by one person, the recommended crew size is 3 for coils. Comes with 2 Batterys,2 Coils,Storage,Artifact Storage, and dive suit. random glass placement to keep people in the death pod thing, artifacts holder stolen from temples, V 3.

54 downloads Details →
The Deep Stupedo – Barotrauma Mod

The Deep Stupedo

door 76561198036361661

THE DEEP STUPEDO™ from Danamo Inc, creators of the STUPEDO™ and THE BIG STUPEDO™ - is big and goes deep. Dive into Europa's cavernous oceans, plunge her depths, squeeze riches from her secrets, ride her undulating currents, engage her passion for life, and embrace the Abyss ...THE DEEP STUPEDO™. Dive deep, dive Danamo™.

59 downloads Details →
Icarus – Barotrauma Mod

Icarus

door 76561198016213265

Modern patrol submarine designed to be operated by smaller crew. Features: - Centralised supercapacitators control - Silent running - Lights - Moon pool - Discharge coil (connected to same supcap as railgun, usage drains it almost completely) - Automatic docking (do not use immediately after undocking, it will latch to any dock that gets near, ideally only engage it when prepared for docking) - Automatic reactor shutdown upon docking (with override when you need to turn reactor on while docked) - Flood control

59 downloads Details →
TNF Sunseeker – Barotrauma Mod

TNF Sunseeker

door 76561198072368277

Hello. This sub is "finished", but will have an update in the near future to furnish lore logbooks, and a second pass on AI waypoints as I find issues through deeper testing. Consider this the v1 release :) Temporary Description: ==================== Designed at the discretion of a certain high ranking Trans-Neptunian-Fleet board member, the "Sunseeker" was a purely theoretical project that never entered production. On paper, it was equipped for surviving abyssal pressures, extended sojourns, and the gradual madness that comes with plumbing the depths. The mystery of how this sub physically exists, and is now under your control, is perhaps best left unstated.

70 downloads Details →

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