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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.
Minecraft Editor Music
door 76561198805900233
22 Minutes Of Music Please subscribe to the Bad Piggy Editor Music mod and support it. Submarine Editor Music but its replaced with 6 Minecraft songs for 22 minutes. Song names: Sweden, Mice On Venus, Wet Hands, Minecraft, Subwoofer, and Dry Hands.
Orca-NeoLite[EN/CN]
door 76561198087212220
Base on the Orca design, further lightened and reduced the size and improved the unstable power supply system, with three ballast tanks upgraded to defense thalamus design. Although it is NEO type lightweight version, but the same comprehensive functions, and lower energy consumption. Equipped with twin drones can be used to explore deeper into dangerous areas, and if there is a docking problem when the drone sails, manually separate on the drone navigation and dock again. Basic Information: Scout (T 2) Price: 18,000 MK Specification: 46 x 14m Cargo capacity: 24 Snorkeling speed: 19 km/h Horizontal speed: 30 km/h Equipped with drones x 2 Arming: 2 automatic discharge coils backside and lower. 3 coil-gun around 1 double coil-gun lower left 1 rail gun upper 2 more coil-gun when the twin drone has docking, the rear upper and lower. Recommended players 1-3 people + computer 4-6 V1.1 Fix various AI actions Fix bugs and adjust the shell. V1.2 The gap beside the drone is minimized, and the fit is closer. The captain's periscope can now be angled back to its previous position, except the first position. Fixed false alarms about water leakage in damp rooms Play Manual "Control Module" Compared to NEO type canceled the extreme speed mode Navigation panel is equipped with 2 modes manually selectable, the third option to launch depth charges ① Cruise mode: turn on all electrical appliances, drones charging, turn on the drones-engine auxiliary braking, top speed 22. ② Combat mode: turn on 2 automatic coils, boost weapon charging speed. Medical processing facilities, portable charging piles and all oxygen replenishment racks are turned off, drones are charged, and drones-engines are engaged for propulsion, top speed 30. ③(Automatic) power saving mode: Only used when reactor output is too low (power below 200 kw), it will hardly be used unless forgetting to refuel. Shut down medical manufacturing and some lights, keep manufacturing facilities to build fuel. The dinghy stops charging but uses its own batteries to assist with propulsion and braking. "Fire extinguishing Module" wiring room, reactor, and plant room are provided with automatic fire extinguishing settings, and the fire will be automatically eliminated as long as no one opens the door. "Automatic repair module"(can be turned off, default is off) Foam repair activated in case of severe damage is located in the aft engine, first deck entrance , and the bow room marked with blue ABC, and the switch is located next to the engineering fabrication table. "Monitor Module" The right side thumbnail of the navigation panel contains almost all condition information, such as enemy approach/invasion, the location of the occurrence is indicated in the thumbnail External: Front → Top left → Bottom left Internal: First deck entrance → power supply area → rear engine hangar → bottom ballast tank → bow area In which if there is a drones docking, the external upper left and lower left take over the drone coil-gun (long press to fire). Click LMB or press button to switch position, with external/internal reset button. "Twin Drone Module" Diving 22, float 18, speed limit 28, armed with two automatic angle-cutting coil-guns. Signal distance 300 m Compared to the NEO mini-orca, the twin drones reduced size allows them goto any cave for scout, lighting and sweeping work.If there are assistants who will build makeshift shelves, placed outside the drones. when mining, player can resupply, place extra tools and ore. In order to single person can use the remote control specialization drones, Some braking assistance will intervene. There is a sensor in the enemy approaching induction will send back an alert. But can not carry a person to repair the reliability of the siege is reduced. When stranded, you need to swim over to repair the damage, if you can't get inside to repair the shell can be cut open to get in, and then patch up when you come out. Recommended 'Periscope control', click LMB to stop the ship, long press to fire. Signal range left of the searchlight to make the mothership position indication. 'Navigation control' is only used to move, the gun will move with the direction resulting in uncontrollable. When Docking click LMB and button change to docking / separation, This time the Drone can not fire, docking after the right of the gun transferred to the Captain's periscope as observation and fire support In order to avoid confusion, there are AB two compartments to operate separately.for example, A out can only stop in A area, B out can only stop in B area. But if the drone B lost, A can be parked in the B area, and the operation also changed to B compartment.
Juggernaut
door 76561198012733480
The sub was updated! Added a few more external lights that can be switched off by the captain. There's also automatic searchlights that scan the areas around the sub, three in total. They can also be toggled off by the captain in the cockpit. A medium-sized tier 3 sub with one airlock, two docking ports, 4 guns and one hardpoint. A small note about two docking ports; they come with hatches from HMS assemblies - this means you can use them as a means to get out of the sub should you desire. They will close automatically right after you leave the ship to not overly flood it. Featuring automatic reactor (credit: https://steamcommunity.com/sharedfiles/filedetails/?id=2228814326), lots of smart automatic door that closes when there's a hazard on either side and can still be manually opened along with one or two decorations from HMS assemblies, (credit: https://steamcommunity.com/sharedfiles/filedetails/?id=2748828386) Important note about the reactor. Each time you buy an upgrade you must type in the new value of it's maximum output into the terminal that's on top of it. By default, Juggernaut's reactor is at 6000! Discharge coils are either toggle into automatic mode, that shocks any incoming monsters. Or there's a manual switch if you feel that system performs poorly. Both buttons are available in the gunnery instead of the captain. Gunnery compartment comes with its own sonar. Engineering has their own status monitor. There's crew quarters and medbay, lacks research lab. Small sized armory for necessities, no ID restrictions placed anywhere. Depth charge launcher below captain's navigation console. There's no overly fancy wiring sans the automatic reactor. This is my first proper submarine that gets to be published, any feedback is appreciated.
BetterCommand
door 76561198344593947
Supported Language - ------- ENGLISH ------- This mot adds a terminal in which there are 21 signal outputs. My first mod, if you have any ideas and suggestions, please comment or private message. In the future I plan to add a binding console to the Navigation terminal. ------- RUSSAIN ------- Этот мот добавляет терминал в котором есть 21 сигнальный выход. Мой первый мод, если есть идеи и пожелания, прошу в комментарии или личные сообщения. В будущем планирую добавить привязку консоли к Навигационному терминалу.
Aegis Station (Beacon Station)
door 76561198188607210
A Beacon Station with an integrated Flak Cannon, designed for campaign play. Contains locked safe with ID Card hidden in the station. Power is controlled through a primary switch, and emergency lights switch from red to green when power is restored. This is the first station I have created, so there may be a bug or two. Requires EK Utility and Visual Variety Pack.
[Legacy] DST-22C Hurricane
door 76561198060656659
The DST-22C is a refitted military tanker that has an awkward history. Originally the Deep Sea Transport Company built a Tanker, over time it saw quite alot of use before it was being readied for decommission. The Coalition bought it and retrofitted it for Combat Transport duties where it saw multiple upgrades; Additional weapons, intricate systems, additional hull plating, and internal reworks before it was put into surplus and resold through DST. The DST-22C is designed for Cargo & Combat Duties, it also has empty space for after-market modifications, however due to this quirk, the DST-22C is a death trap for its sparse Diving Suits. DST-22C (C being the third rendition) Went through these changes over its lifetime; The Liquid Storage was turned into Ballast. The old ballast was turned into Cargo. The old Command was turned into Observation. The old Cargo was turned into Command & Gunnery. Statistics: Top Speed: ~40km/hr Top Diving Speed: 18 km/hr Weapons: 2 Large 3 Small (Built-in Flak and Coilgun) Max Reactor Output: 25,000 Junction Box Overcharge: 4x (Some Protected). Crew: 5 to 12 (5 Bare Minimum, 10 Optimal) Discharge Coil on Rear w/Test Button Features: Command: Mineral Scanner, Sensor Monitor, Power, Speed & Fuel readouts, Supercapacitor Charge Readouts & Terminal for charge control for the heavy weapons, Depth Charge launch (3 Second Delay, can also be launched in Cargo). Engineering: Battery Control terminal, Temp, Fuel & Power readout on Reactor. Armoury: Captain's Locker. Security Locker. Other: Observation Deck in Conntower. Two Airlocks. Water Ducts for flood control. Water Trap above Cargo. Powered Diving Suit Lockers. Two build-in Weapons (One Large, One Small). Four Hardpoints (One Large, 3 Small). Meltdown Alarm System. Plenty of Bilge Pumps. Triple Layered Hull. Three Batteries. Armoury. Depth Charge Launcher (3 Second Delay, Notifies Command, remote launch from Nav). Various Supply Cabinets. Plenty of Cargo + Refrigerated Cargo in Medbay. Clown Compartment. Fabrication. Discharge Coil w/Test Button
77-4-树莓X
door 76561198103095033
攻击型潜艇,运用未知神秘科技打造的潜航利器,其开发建造以及科技手段包含大量未知情报,故命名为774, 结合其涂装以及在深海中独特的灯光色调,命名为树莓。 自制潜艇,不论是夸张的外观还是过分的性能均完全为娱乐化游玩而设计; 默认设置为无限的炮台弹药,弹药仓被我放置于激光炮炮轨处(美观)包括前置激光炮和各座连射炮; 艇身外壳以内是多层异星墙,拥有甚至能接下若干核弹难以置信的防御能力; 船长室包括各类中控控件,可控制线圈开关、持续,各气闸复舱门开关等; 电磁线圈基本全覆盖船外壳,可在船长室用开关进行模式切换:持续放电、自动感应放电、关闭线圈; 气闸室均设有复闸门,可有效防止化皮登船。复闸门开启关闭需在船长室进行控制,设置了绿色提示灯,开启亮灯,关闭熄灯; 货仓同时也是乘客舱,入口处设有开关控制舱门开启,可以防止恐怖分子袭击船员; 军械库也设有开关控制舱门开闭,可防止恐怖分子抢夺武器袭击船员; 为了追求游玩仪式感,基本所有电气设备我都没有锁定耐久,因此还是需要去维修的。军械库内冲锋枪被我更改过弹匣,为无限弹药,无需求的话可以卖掉。 △注意△:潜艇实际物理碰撞模型只有各舱室外墙的部分,其余皆为装饰部件,没有物理模型,因此船身并不大。 感谢订阅,祝各位在欧罗巴玩的开心 beautifully overpower have fun
10x Stack
door 76561198009542921
Ever find yourself not liking the base game stack sizes? Did it bother your OCD that the stacks were mostly based on 8? Was stacks of 16 or 32 just too much or did they also bother your OCD? If you answered yes to any of these questions then maybe I have the mod for you! Presenting the latest and greatest in stack size mods; 10x Stack. Now your dreams of having clean even numbers can finally be realized. This should cover: Medical items Crafting materials Minerals Plant fruits Stackable ammo Each container has a ~1200 limit of items before bit overflow errors start occurring. Based on the mod 32 Stack by E. Wolfe.
Engine Smoother
door 76561197966299106
A wiring setup that slows the rate that the engine changes its direction. This smooths out the load on the electrical grid to reduce damage from overvoltage. It also slightly reduces the responsiveness of the engines (by 2 seconds) unless you are fully reversing. Reversing happens almost at full speed. Your crew will think "this captain is one smooth operator" and "why hasn't the reactor exploded yet?" Little do they know it was this circuit the whole time. I would consider this the nuclear option in terms of fixing your electrical grid. You should try an automatic reactor controller and a surge suppressor before you try this. Those 2 circuits have no downside. This does have a downside because it slows down the ships responsiveness. You can check my workshop page for "How to Wire a Reactor" to find designs for both of those. This is also known as a boxcar averager or a boxcar filter.
More Artifacts (AOCS) 40K Patch
door 76561198093612170
SmartDuct
door 76561198043426352
This design aids in controlling flooding. These ducts will only open fully once the breach has been welded shut.
Flamer Enhanced
door 76561198015246716
A small mod that gives the flamer stopping power against targets you need to torch.
The Holy Diver
door 76561198051308094
A Vanilla Sub/Drone Ship Made for Campaign and/or Missions Jump On The Tiger! Into The Holy Diver. The Deep Diving, Artillery Drone Carrier Transport ship, Raised From The MidNight Sea! Too give the Creatures of Europa's ocean's Some Real Heavy Metal! (Sub Version 2.0) Don't Forget To Rate and Subscribe! ---Specs--- Ship: DEEP DIVER Dimensions: 57 x 12 m Cargo Capacity: 52 Crates + Cargo Room Recommended Crew Size: 7-16 Crew Experience: Intermediate Required Content: Vanilla Barotrauma Decent Velocity: -18 km Velocity: 21 km Engine OverDrive Velocity: 52 km Reactor Max Output: 12000 kw Campaign Price: 32'000 Marks ---Weapons and Systems--- --- Duel Rail Cannon system (Captain Has Toggle In Room) "Enable Cannons" --- 6 Coil Guns ---1 Front Mounted Discharge Coil --- 2 Drone Bay Discharges --- 4 Depth Charge Loaders --- Back Up Battery array (Toggle System) --- Captain's Enemy Alert Sirens --- Id Cards For Trusted Crew Members --- Switch Toggle Gun Lights --- 2 Airlocks --- Artifact Storage (Under Back Ballast Tank) --- Brig (Kills With Water Pressure) --- Engine Over-drive (Toggle system) --- Weapons Battery system --- Oxygen Battery system --- 2 Drones (Resupply Drone) (Combat/Attack Drone) -Drone Control Room (Left of Ship Command) --- 4 Security Ship Camera's (In Security Office) --- 2 Bottom Search Lights (Captain's) -uses one periscope for 2, Lights Toggle --- 4 Fabricators --- 4 Deconstructors --- 3 Unit load Device's --- Captain's Cabin --- Bar/Crew Quarters --- Large Med Bay --- Ship Ammo Storage Room --- Main Airlock --- Maintenance Airlock--- 2 Drone Docking Ports--- --- Research Table ---More Info/Updates--- Version 1.7 ---Updated Ballasts tanks with more detail about what the sub was before the Diver. ---Added Chunks of Ice around the sub/adding detail to sub itself. ---Added more photos to steam WorkShop ---Fixed Text Display at Command room ---Some Wiring Fixed For Sirens --- +1 Unit loader Version 1.6.5 ---Drones, Resupply, and the Combat Drone Giving You More Time To search That Alien Ruin or Wreck. (Drones Able To Dock Together)===Broken thanks to the devs+ will re-add it! ---New Oxygen Battery supply system, Reactor Out? no need too panic! ---New Security Office, That's What Carl Would Choose~!
Auto Arrest System Ver0.3
door 76561198011618652
Fully automatic laser turrets, including four directional modules. The turrets will attack the enemy with the highest priority. .Simply connect the power to the four turrets and link the loader to use this accessory. .Make sure to select it before adjusting the position. .Cofirm whether the ship's WIFI channel 201 to 216 is occupied. This system is made by MioRedrain.
[PESD] KMC Prime
door 76561198316798946
An icy, unforgivable surface inhabited by a small population of miners. These dwellers are required to carry an oxygen mask in order to breathe in the thin atmoshpere and collect fuel and materials to sustain their society. This third edition by PESD is designed to have a day/night cycle and some more interesting places to explore - it is very heavily edited. Items: 2094 Structures: 2703 Walls: 1022 Lights: 310 Shadow-Casting Lights: 83 Volume: 88,917,504 KMC Prime features a large underground space and plenty of tunnels, making mining and cave-diving all the more interesting. Admins should turn on submarine godmode, though, lest a misplaced explosive flood the entire map.. In places where walls had to be broken, I have placed doors so godmode won't stop miners from exploring, and should make it more obvious where you should explore. Optimization was kept in mind, and I tried my best to minimalize the lag, but keep in mind the map is fairly large and best suited for a large player count. It's large enough to cut out comms if you travel too far away. If you are playing this map, keep in mind: -You need oxygen to go outside. -You should turn on all 9 generators so everything has power. They require diesel biofuel, and not all of them are fueled to begin with and require some looting. Admins can spawn more fuel if needed, or maybe you can craft more. -It's entirely possible for miners to get their hands on illegal weaponry, so security should keep an eye out. -Monsters will spawn in the tunnels and bunkers. Try not to get mauled to death. -Destroying generators will also destroy the valuable fuel - Be merciless when dealing with reactor griefers.
Warca T1-T4 [Scout-Transpot-Attack]
door 76561198202894837
Introduction: The submarine is modified by Orca, suitable for playing with 3+ friends This is a combined package, includes 3 submarines of different Tiers, and includes a respawn shuttle
Outpost modules pack
door 76561198994662487
Assembling vanilla modules of outposts for map-makers. Next to each block of modules there is a specific name that characterizes them. Сборка ванильных модулей аванпостов для картоделов. Рядом с каждым блоком модулей есть определенное название, характеризующее их. Additional content / Дополнительный контент: 1. Mine modules pack / Набор модулей шахты - https://steamcommunity.com/sharedfiles/filedetails/?id=2549901819 2. Abandoned modules pack - https://steamcommunity.com/sharedfiles/filedetails/?id=2549913537
Humpback ++
door 76561198066752604
-CHANGES- Two more coilguns and better gun coverage; railgun moved to top; extra storage everywhere on the ship; improved power output and battery capacity; status monitor and battery charge can be seen from the reactor room; re-linked fabricators; rearranged vents, supplies, junction boxes, etc.; armory door can be accessed by all personnel; airlock doors reworked; double the honk; chairs to lean back in for when a moloch rips you a new one; three diving suits at the top if the bottom of the ship floods.
Endworm Hunting sub
door 76561198990444091
OP ship made for taking on an endworm The whole crew must trust each other to the extremes as there are no locks and pressure can break you if there is as much as the smallest inconsistoncy of your crew. Can also be used o achievement hunt or on campaign it doesnt really matter it works for about everything
AAA Respawn Cruiser
door 76561198419525987
A large battery powered respawn shuttle with a front bottom mounted railgun. This sub was made excusivley for the server "Co-op Traitor Missions (No Griefing)" By Lupus Pepe
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