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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.
Pathforger - Tier III Transport Sub
door 76561198115806622
Lore "With the spread of humanity across Europa, the need for larger transport vessels was desperately needed due to the increasing distances between outposts. Thus the Pathforger was privately, and cheaply, constructed. It's predecessor, the Pathfinder, was delegated to scouting navigable passages ahead of the Pathforger. The sub was designed in secret outside of the coalitions request due to their already produced Berilia transport class submarine. As such, the Pathforger was intended to be the Berilia's competitor, but with lack of funding, cheap construction, and poor electrical hardware the sub never took to the markets with only two being produced. The first being the prototype which was lost somewhere past the Europan Ridge. On their own without a Pathfinder escort, the sub can quickly become overwhelmed by the local fauna, due to the weapons being dialed back from their standard specs to save on power. The forward, dorsal mounted railgun is mainly used to punch through ice sheets blocking the way and it would have been standard for the railgun to have EMP charges loaded should pirates be in the area. One short coming of the sub was the addition of the dining area in the aft section of the sub, something the Berilia lacked, to draw in funding as the sub could then support a large amount of workers to construct/inhabit an outpost. Unique features to this sub include internal ballast tanks that control most flooding along the upper hull with the complementing maintenance tunnel. While the sub has three huge ballast tanks, the pumps themselves are sub par, leading to decreased efficiency during ascent and descent. The sub features a total of six engines total that are mounted port and starboard, something uncommon among the vessels of Europa. There are auxiliary engines on board allowing speeds around 23 km/h; however, they place a significant load on the electrical grid. A skilled captain and engineer is needed to prevent overvoltage to the fragile junction boxes onboard. The captain has control over a searchlight to support external activities and there is also a searchlight near the lower airlock for the same purpose. The cargo pod houses most of the cargo storage onboard. The pod does have navigation abilities utilizing the airlock as its ballast; however, the entire structure is prone to flooding and manuals suggest only disconnecting the vessel during construction projects." *Note there is only actually 3 engines in game. Features - Tier III transport sub for 20,000 marks. - Added early to mid game gear. 12 Diving suits total, 2 of which are on the cargo pod. Thorium fuel rods added. - Full crafting system. (Fabricator, Deconstructor, Medical, and Research) - Storage for 90 standard containers. - Reactor warning systems at 6000 to 8000+ temperature. - Fire and flood warning systems. - Auxiliary engines boosting cruising speeds from 12 km/h to 23 km/h. - Backup power array with charge indicator. Able to run the submarine with the main engine and some onboard systems up to 4,400 kw, the large engine consumes 3,500 kw, leaving about 900 kw of extra power for crafting, etc. All engines together consume 7,900 kw. - Light switches to give power elsewhere that needs it. You gain about 400-700 kw's turning off lights and sonar with the cargo pod docked. - Some Junction boxes are prone to fires and overvoltage. Junction boxes are labelled in the order they receive power. I.E. 1 -> 2, 2 -> 3, and so on. The gunnery compartment receives power from the dining area junction box and the oxygen compartment receives power from engineering. Some items also deteriorate slightly faster than others. Some lights flicker to show how poor the electrical grid is. - Hiding spots Weapons All periscopes in the command room and the single one by the lower airlock are invisible, but interactable. They are located just to the left of the screen. - 3 supercapacitors. - Forward, dorsal railgun. Slightly slower rate of fire than normal. - Central, dorsal coilgun. 5 round burst - Large, dorsal rear hardpoint. - Forward, ventral coilgun. Moderately slower rate of fire than normal. - Rear, ventral flak cannon. Slightly slower rate of fire than normal. - 1 depth charge launcher. - 3 electric discharge coils. Able to perform 2-3 blasts in succession. Extra The hull section between ballast tank B and the engine room has no waypoints, and cant be accessed, but I added a platform above the oxygen generators should you or anything fall into the space from above. The AI shouldn't have any issues with accessing this area as they'll use the adjacent area's for repairs. The AI will sometimes get confused navigating the stairs next to the reactor area, but will figure it out. (They may run to the top or bottom before going where they need to. I have seen the AI get sucked out the ship in the bilge below the oxygen generators. No idea why it happens, but it is extremely rare to happen. The maintenance tunnel acts like a bilge, funneling water into the ballast tanks. Water can overflow and pour down into the gunnery compartment.
Darl's Moving Platform
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An elevator that can go up and down floors. Includes "Example Platform Usage", which gives you an example 'functional' sub using the elevator. Feel free to use on any of your subs and modify it in any way you like. (No credit needed.) The elevator is not entirely finished, and probably won't be worked on any further by me.
Railgun Harpoon
door 76561198044638958
An implementation of the Thalamus's tether as a munition for the Railgun. Will see if this is relevant in game. For now the recipe is 1 steel bar and 1 ballistic fiber
Isopod MK2
door 76561198080709138
The Isopod MK2 is a successor to the much smaller mining vessel, The Isopod. Much like the original Isopod, the MK2 remains faithful to the layout, silhouette, and economic pricing of the MK1. Unlike the original however, the MK2 contains many features that would have been impossible to fit into the layout of the MK1, this being accomplished by increasing the size of the hull and layering equipment on a series of platforms. New features include a third hardpoint, fabricator and deconstructor, and 2 additonal docking ports. IMPORTANT NOTES: This sub has yet to go through rigourous testing, However some preliminary tests were done. Most of the problems found have already been patched. -Much of the balancing has not been done, This might be changed later, and it might not depending on community response. The original (Isopod) for reference: https://steamcommunity.com/sharedfiles/filedetails/?id=2874547530
Airlock Door
door 76561198142697416
A Basic Foolproof Airlock for any Sub. No more flooding. It's compact and only uses 2 default buttoned door, so it's easy to click on to open or close. It's compact logistic wise as well, it only uses 4 components to controll the door. 2 AND's and 2 NOT's. Plus an extra AND to check if the outer door is closed to activate the pump.
Explorer
door 76561198366520145
The Explorer is down to its very core a submarine designed to fix some problems that arose out of the "Dugong" class of Submarines such as it Blindspot near the front. Whilst The Explorer may in some regard be seen as a cheaper alternative to the already cheap Dugong, it possess some qualities that allow it to outperform its more well-established cousin such as an several built-in failsafes such as the "Automatic Reactor Shutdown Protocol" (A.R.S.P) and much more. However, it does fall short compared to the Dugong in terms of absolute reliability due to a very stressed power grid.
JC-00 Pontius
door 76561198026005221
pre-upgraded version for pvp etc: https://steamcommunity.com/sharedfiles/filedetails/?id=2679827537 *Warning* this is not a beginner sub as it has a handful of features somewhat outside of the gameplay norm, I recommend looking through the guide images I added. -Introduction- After being dismissed from your last hire job on a cargo run you are drinking away your pay waiting for another employment opportunity with your colleagues in a dirty little bar on the station. There is an old man in the corner already a few glasses too deep in his cheap Pomebrew. He notices you, nods and waves you over. "Hey kiddo, you seem about as lost here as I am. Want to hear a story? This damned thing... it has cost me everything I had. It's CURSED I tell you. My crew abandoned me because they couldn't handle it anymore after our Engineer got burned to a crisp in a reactor fire that came out of nowhere, poor sod couldn't get out of the room because of a damn jammed door. This old rustbucket will be the end of me, which is why I'm here drinking instead of hunting pirates like we used to. Not that I could ever find another crewmate who would voluntarily set a foot on it after hearing what happened. Neither will I to be entirely honest. You and your friends over there seem adequately capable though... What do you think? Will you take the old girl off of my hands? I will only want a pittance of marks for it. What I can tell from the tattered old manuals that survived ownership of the pirates we took her from, she used to be brimming with fancy old Earth tech, not that it did us any good. Maybe you got the skills to get the stuff working again, I sure know neither the pirates nor us had those." The Pontius is a decades old submarine built with old Earth technology no longer readily available on Europa. It suffered under prolonged Pirate ownership and is now a mere rusty shell of its former glorious self. Can you master it and restore it to its full functionality? -Features- There are periodical malfunctions you will be warned about on the text display above the nav terminal, they will go away after happening on their own except for the oxygen generator failure which you can resolve by hitting the "restart" button on the oxy generator itself (it will take a couple of seconds indicated by the blue flashing light). All the hidden feature components have tooltips telling you what they are. There will also be a chat message notifying everyone that they have been activated. There is a total of 5 feature upgrades which you activate by finding their respective memory components and simply putting in a 1. The coil guns have a secondary mount next to them which you can buy another gun for (I recommend keeping them as the same types but they are interchangeable). To be able to fire them you will need to find the hidden Twin-Link relays and activate them (I put in switches for those on the periscopes that you can wire them to). The armory and extra rail shell storage are locked, you will have to find their lockdown relay and unwire it (it is in the same room as the door). Ramming mode will make the front shell of the sub very dangerous to touch but also costs energy to maintain. There are 2 reactors, the big one has a max output of 10k and cannot be automated, the smaller one already has a built in ARC but can only supply 4k power, it's up to you to decide which you want to use for which of the ships systems. The engines will consume 3k power by default but have a boost toggle (one of the upgrades) that doubles their output and consumption to 6k, be sure to notify your engineer when using it to avoid a catastrophe (there is also a small orange indicator light on the engine JB while its active). The Batteries are automated and will gently stop their charge rate when full. The boarding shuttle is made specifically for attaching to hostile submarines and entering them from above, it is very well armored at the bottom and can even survive a basic railgun shell without taking crippling damage. I hope you will have fun on the upgrade easteregg hunt, if you have any questions feel free to leave a comment or message me on Discord (Jav1k#7444)
X 89 mk.3
door 76561198083827532
X 89 All Purpose Nuclear attack submarine made by Vortokua / Benzin / Vityaz
[BOS]Nova-新时代
door 76561198376141620
Nova级小型核潜艇,响应新的开拓航线需求而建造的全能型潜艇,在顶部安装有额外装甲,同时拥有强大的火力配置并开创性的加入了基因分析设备。如果你要潜入深渊,那她一定是你的好帮手。
Ponty Mk.3
door 76561198142697416
Third Version of the Small Scout Ship "Ponty", named after a common fish in Hungary. After Numerous testing (over 100 hours), the ship reached it's final stage and it was released to the public, it was really well recieved by small teams of sea fearers for it's Versatility and Maneuverability. It was mainly Developed by 2 Soldier who where a Mechanic and an Electrician on the side, known as Tom and Farkas71. The ship was Battletested by their Regiment, known as Honvéd.
[AP] Sever MK 2
door 76561198013939454
Special thanks to the original creator of the Sever, Rundoomer whose attention to detail breathes life into each one of the PO Apollo project subs. Here’s to hoping they aren't some kind of chud. Paraphrased from the original design document “The Sever is a further step of "Belfast'' class submarines, guns operate using similar systems, uses a typical apollo version of the reactor, but boasting a hull capable of withstanding significant kinetic damage and pressure.” This Mark 2 version sports an operating system that enables the captain and engineering staff to better monitor the ships power reserves. Further additions include more storage for all departments, with special color coded lockers for your favorite crew, doors with windows, and remotely piloted MULE drone. Finally the rail gun finds a new home mounted on the underside of the ship to allow for bombardment of more sinister wrecks. Overall this iteration is hoping to achieve greater quality of life and support for anyone who would crew this fine sub. ORIGINAL: https://steamcommunity.com/sharedfiles/filedetails/?id=2056399561&searchtext=sever
More Secure Barotrauma
door 76561198331431769
Adds more security to 2 objects: Terminal, Weaponholder. Just use the items Secure Terminal or Secure Weaponholder in the editor and adjust permissions via the picked_required field. It's a very simple mod, I don't mind adding more objects that you think would be useful to include for a more Secure Barotrauma Environment. Protect our submariners!
Coffin Two
door 76561198045118865
Meant as a defense for the main ship but can be a decent means of traveling in small spaces. Just know that if it goes down its your coffin. Drone and Shuttle
Abeona mk II
door 76561198981836794
The spiritual successor to the Abeona has been improved in every shape. Except aesthetics, armor, shuttle, wiring, weapons and equipment. However It has one substantial improvement that outweighs all the detriments, the first working funicular on Europa!
Mine Site Gamma - Arena
door 76561198084751250
This is an Arena for teams of players to battle against each other. This sub is still a WIP but is worked on regulary. Feel free to play the early stage as freely as you'd like. In the near future expect a bigger expansion.
t-30 Bulky
door 76561199374735727
t-30 is a tier 2 attack submarine for crew of 6-8 men.
Odyssey
door 76561198379277161
[D-11]ERS-C
door 76561199158255326
The English version is currently not supported. ⬝ ⬝ ⬝ ⬥ Europa Scout Center ⬥ ⬝ ⬝ ⬝ Expedition Reconnaissance Vessel - Type C T3 Scout Submarine ◀Basic Parameters▶ Dimensions:68 × 21 m Cargo Capacity:52 Crates Price:36000 Marks Speed (Horizontal): Cruise Max:27 km/h Overload Max:~ 34 km/h Speed (Vertical): Ascent Max:19 km/h Descent Max:17.5 km/h ◀Armament Configuration▶ Burst-Enhanced Coilgun × 4 Burst-Enhanced Railgun × 2 ◀Onboard Systems▶ Smart Reactor – Supports three operation modes: Fuel Economy Mode, High-Energy Mode (temp-controlled), Manual Mode. Smart Battery Array – Dynamically adjusts charging rate based on grid load to maintain grid stability. Smart Electromagnetic Defense – Hull equipped with 5 EM coils; automatically triggers ship-wide electric shock upon detecting abnormal bio-signatures approaching. Smart Ballast Parasitic Flora Purge System – Auto-identifies and initiates sterilization; crew may also manually authorize a 3-second hold on the monitor terminal to detonate detonators. Railgun Fire Control System – Can be operated remotely from the Secondary Command Room (one at a time), supporting over-the-horizon strike and visual aiming. Agile Engine – Programmed thrust control improves horizontal maneuverability, offering better acceleration and braking efficiency. Overdrive System – Toggle via Navigation Terminal to double power supply to engines and ballast pumps for enhanced performance. Expanded Ballast Tanks – Activation significantly increases descent speed. ◀Drone Configuration▶ Multi‑Role Drone × 1 Control Method: Visual Control or Drone Navigation Terminal Control (double‑tap in visual mode to engage/disengage hover) Control Range: ~500 m (line-of-sight distance) Armament: Rapid‑Fire Fission Accelerator × 1 ◀Special Commands▶ Safety Protocol Override: Reactor Safety Protocol Reboot: Reactor ◀Remarks▶ If you encounter any issues during use (including but not limited to layering or circuitry), feedback is always welcome.
Fuel for the Fire Pocket Patch
door 76561198024629138
For the sake of keeping this separate without pushing all my changes onto every peeps, ive decided to keep this as it is, and fork it or.. w/e :P You can find the mod with more stuff here: https://steamcommunity.com/sharedfiles/filedetails/?id=3734747312 !!THIS IS AN OVERRIDE! FUEL FOR THE FIRE, AND ENHANCED ARMAMENTS MODS ARE REQUIRED. PLACE THIS PATCH BELOW FUEL FOR THE FIRE AND ENHANCED ARMAMENTS, OR AT THE BOTTOM OF YOUR LOAD ORDER!! Just a small patch. Im not sure if this will expand into a full on 'reverted' style mod, but we'll see For now all thats changed is the removal of the pocket patch to the uniforms, (so you can keep stuff in the pockets even when not worn) And the combat medic uniform, and renegade combat medic uniform both have been reverted to have the red cross again. You can find the main revert mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=3587218982
战地1击杀音效(Battlefiled 1 Killing Sound)
door 76561198353408778
现已加入麦当劳薯条套餐 Welcome to McDonald's! You will need client-side Lua to use this mod Press F6 to adjust your volume by moving the slider
Research Station Ceres
door 76561198273291279
🧬 Research Station Ceres “At the edge of Europa’s abyss, knowledge is the only light left.” ⚙️ Overview Research Station Ceres is a fully self-sustaining deep-sea installation designed for long-term habitation and high-risk experimentation in Europa’s most hostile biomes. Featuring state-of-the-art laboratories, crew facilities, and defensive capabilities, Ceres serves as a critical node in the Europan Research Directorate’s network of classified outposts. Originally constructed as a joint venture between the Jovian Research Authority and Orion Industrial, the station was repurposed after a containment breach incident on its sister facility, Prometheus Station. Now, Ceres stands as both a beacon of scientific progress — and a reminder of the dangers lurking beneath Europa’s frozen crust. 🧩 Features Full Research Wing: Equipped with specimen containment labs, gene splicing stations, and toxin analysis bays. Perfect for missions involving artifact or creature research. Crew Quarters & Amenities: Includes dormitories, medical bay, mess hall, and recreation zones for long-duration deployment. Central Operations Deck: Features full navigation and communications arrays, data archives, and mission control. Engineering & Reactor Core: Twin-reactor setup with dedicated maintenance corridors, emergency power systems, and access to ballast control. Docking & Sub Hangar: Two reinforced airlocks and docking ports for scientific submarines or cargo shuttles. Defensive Systems: Turret emplacements, drone bays, and an emergency lockdown system for quarantine or breach control. Hydroponics & Kitchen: Provides sustainable food and oxygen production through enclosed hydroponic farms. 🧠 Lore Decades of isolation have taken their toll on Ceres’ crew. Some reports mention unauthorized experiments involving Europan fauna and alien artifacts. Officially, the Directorate denies any connection between the station and the so-called “Thanatos Incident” — but recovered logs suggest otherwise. Rumors persist of living test subjects, encrypted data drives, and the haunting phrase that appears on nearly every terminal: “The sea remembers.” CREDIT TO: Dr. Javier Galaxies FOR INSPIRATION
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