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Mods & plugins voor Barotrauma

82.000+ mods beschikbaar Bron: Steam Workshop ↗

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.

New Atenea (ES) – Barotrauma Mod

New Atenea (ES)

door 76561198273983618

INFORMAR DE BUGS PARA MEJORAR EL WORKSHOP Versión en español del Athēnē Submarino todoterreno preparado para destrozar cualquier facción que se le interponga. Equipado con una bobina de descarga (en proa), dos tubos de cargas de profundidad, cuatro cañones de gauss y dos de riel, puede hacer frente a criaturas de cualquier tamaño. Sistema de luces de emergencia, alarmas manuales y cierre de puertas a distancia

67 downloads Details →
USS Bangarang – Barotrauma Mod

USS Bangarang

door 76561197993236738

My first take at creating a submarine for use with my friends. Enjoy! Some notes: -The submarine is wired for shore power. -The ballast pumps have a manual control override on them. Press the button on the pumps to disengage helm control. This allows you to drain the room manually in the event of ballast flora. -The button in the rear next to the battery and the button next to the nav terminal are for the sub's primary battery. The battery level is meant to run all ship systems for a little under an hour. -The primary battery level is shown on the displays with GREEN text. -There are two supercapacitors on board. -Supercapacitor #1 handles the discharge coils. -Supercapacitor #1 also provides emergency power to the O2 generator, ballast pumps, room pumps, and the nav terminal. This is meant to be a safety in case both the reactor AND the sub backup battery are not available. the sub will be able to move up and down during this time, but not forward or backward. This should also mitigate any power loss due to junction boxes breaking as well. WARNING: The capacitor only has enough energy to run these systems for approximately 90 seconds and is indeed only meant for emergencies. -Supercapacitor #1 power level is shown on the displays with YELLOW text. -Supercapacitor #2 handles power to the front coilguns. This should allow for decent continued use of one coilgun, however firing two coilguns over time may overtax the capacitor's storage. -Supercapacitor #2 power level is shown on the displays with RED text. Shuttle: -The attached shuttle should be usable for roughly 30 minutes for mining operations and entry into smaller cave systems the primary sub can't reach. Bots should be able to traverse between the sub and shuttle with no issues. -When docked, the sub will recharge it if the shuttle battery is off. -The submarine provides power to the sub while docked, allowing for use of the coilgun as a 3rd gunning station for the sub. Please note the supercapacitor is much weaker on the shuttle and will run out faster than the sub's primary weapon supercapacitor. -The helm control has an option to disable ballast control. This allows you to combat ballast flora. -Undocking the shuttle should turn on battery power after a moment. Docking the shuttle should turn off battery power. There is a power toggle switch under the battery itself as well. I plan to do more work to make the sub aesthetically pleasing and sprite distance levels might be odd in a couple places. I'm posting this because I finally have a working sub. Starting ammo/items may be modified over time to allow for more realistic gameplay.

51 downloads Details →
Fletch Tram – Barotrauma Mod

Fletch Tram

door 76561198316798946

Tram for the 'Fletch' experimental Split-Ship. FOR LEARNING PURPOSES, DO NOT SPAWN THIS IN-GAME UNLESS IT IS BEING USED WITH THE INTENDED MAIN SUB!

61 downloads Details →
Storage Naming Terminal – Barotrauma Mod

Storage Naming Terminal

door 76561197998391598

Name your shelfs and lockers with this nifty setup.

42 downloads Details →
UNSC Frigate Poseidon – Barotrauma Mod

UNSC Frigate Poseidon

door 76561198045118865

Long thought to be a long gone, after its fall into the ocean when it crash landed it was refitted for underwater sea travel. Thus it was renamed Poseidon as it had become the Ruler of the Ocean Depths. Has 16 Guns, 8 (2railguns) on top and 8 (2 railguns) below. Has a prison in the upper area for bad individuals, a corpse disposal, 2 reactors, 3 engines, a Junction compartment. 3 Shuttles with the ability to become drones in the main command room. A deconstructor in 3 areas but one on the lower end will distribute the materials to the rest of the ship. 2 main airlock points with 4 additional points at the end of every ladder direction. 3 oxygen generators and a ballast system of 16 ballasts that allows for the ship to not plummet if a few rooms are filled with water. Status terminals throughout the ship to find breaks and breaches easier. Artifact storage and alien item storage. Overall setup is simplistic and easy to understand. Given how large it is it may take some getting used to so you don't get lost. AI overall works but will sometimes turn on the bottom reactor so tell them to turn on the top reactor or just use the bottom reactor if they are an engineer, it won't break the ship but will overcharge some junction boxes. Also still trying to fix up some of the npc pathing with waypoints but hard to find where they are getting stuck so if you can take a picture I would appreciate it. Any other issues take a picture, try to give a good description and I will try to fix it. Hope you all enjoy it I put a lot of effort into this submarine, I feel that it is one of the largest subs on the workshop but can still handle a crew of just 4 or more. Thanks to madmax3004 for the Automated turret Switching System I used for the shuttles. I might still need to tweak them a bit but you should be able to switch to the upper and bottom turret relatively well.

29 downloads Details →
5000 mega – Barotrauma Mod

5000 mega

door 76561198040826104

submarine for 5000 meter achievement

38 downloads Details →
[Billy] Directional Escape Pod – Barotrauma Mod

[Billy] Directional Escape Pod

door 76561198979147478

Due to its usability due to 3 docking hatches, its strength due to it being 75% door, its top speed of 150 MPH, powerful discharge coil, and its small size, its no wonder that so many enjoy the relative safety of this pod. Remember: "When you're gonna die, give the D.E.P. a try!" please note: Billy Sub services™ is not responsible for any crash related incedents due to high speed

47 downloads Details →
Cityscape - Salthane ZOMBI – Barotrauma Mod

Cityscape - Salthane ZOMBI

door 76561198049151760

Welcome to Salthane, a small town under the sea with a place for every person! Live in constant fear for the time the Mayor and his boys, or when the factory personnel decide to toy with your precious oxygen and power, or when the doctors slip poisons into your medication, and so on. Hide away in your cramped apartment or in the sewers, because there's no way out of this mess.

34 downloads Details →
HunnyBee – Barotrauma Mod

HunnyBee

door 76561198214546444

My recreation of the Hunnybee from the BTE mod. Most notable feature is its one-use 'Stinger' under its belly, that is armed 3 seconds after firing, flying in a straight line.

36 downloads Details →
Desert Eagle .50 AE – Barotrauma Mod

Desert Eagle .50 AE

door 76561198289231869

Desert Eagle .50 AE When diplomacy fails and the revolver feels polite. Some problems on Europa don't need a coilgun. They need a statement. The Desert Eagle .50 AE is a heavy semi-automatic handgun built for the kind of crew disputes that don't end with an apology. Custom-crafted for Barotrauma with fully original pistol and ammunition textures, this is a premium sidearm for security officers, overconfident captains, and anyone who believes the best way to de-escalate a mutiny is to make the other person reconsider their life choices. Chambered in the absurdly oversized .50 Action Express cartridge, this isn't a pistol so much as a handheld demolition tool. One well-placed round can strip half the health from an unarmored human in a single shot. Use it wisely — or don't. We both know which one you picked. Features • Custom Desert Eagle .50 AE texture • Custom .50 AE ammunition • 7-round magazine • Found in security armories, outposts, and wrecked subs Stats Desert Eagle .50 AE • Shop price: 2,823 mk • Magazine: 7 rounds • Weapons skill required: 40 • Craftable at Fabricator (requires recipe unlock) .50 AE Round • Shop price: 147 mk • Damage: 50 gunshot wound (50% of a human's health) • Craftable: Yes, doesn't require recipe unlock. • Fabricator recipe: Weapons 25 + standard munition components → 12 rounds Where to Find It • Military & Armory merchants • Outpost security armories • Wrecked security cabinets Compatibility • Game version: 1.12.7.0+ • Does not modify vanilla items • Should work fine with other mods

111 downloads Details →
Dynamic Europa - Beacons Everywhere Patch – Barotrauma Mod

Dynamic Europa - Beacons Everywhere Patch

door 76561198006862733

Simple mod that patches Dynamic Europa with the Beacons Everywhere mod. This mod requires a new campaign to work! The location of all beacon stations is predetermined during map generation, so adding this mod to an existing campaign won't do anything. Load order should be as follows: - Dynamic Europa - Beacons Everywhere Patch - Dynamic Europa - Beacons Everywhere

108 downloads Details →
Neurotrauma Baroverhaul Small Patch – Barotrauma Mod

Neurotrauma Baroverhaul Small Patch

door 76561198892939000

noticed a small issue with neurotrauma that meant that talent overrides weren't applying (notably bloody business wasn't giving the 90% hemotransfusion shock reduction) also changed perk to work with the baroverhaul leech gun. (if blood isn't appearing in the leech gun, check the pockets of your clothes!!!, also make sure you have the bloody business talent unlocked) place above baroverhaul :3

121 downloads Details →
神隐针剂 – Barotrauma Mod

神隐针剂

door 76561199021962987

包含一个可以使npc船员免受敌人袭击的物品,花费100mk在自动售货机处购买获得。

99 downloads Details →
livyatanmelvillei – Barotrauma Mod

livyatanmelvillei

door 76561199122798968

一个海盗扩展的小模组,内置6艘海盗船,分为中等难度任务(5艘船)和极高难度任务(1艘船)中等难度的海盗船随着难度越来越强,极高难度的海盗船保持不变,每艘船都有丰厚的奖励,甚至包括100%纯净度的基因。

80 downloads Details →

门途径装备拓展

door 76561199653706276

自用模组,由于部分职业原因无法扎非凡特性于是做了这个模组。 需要前置模组:门途径 目前只做了一个打人随机加门途径的武器,后续可能做一个基因和另外一把蜘蛛特攻武器 第一次做模组,第二天琢磨xml,不喜勿喷。

83 downloads Details →
Typhon2 Plus – Barotrauma Mod

Typhon2 Plus

door 76561198271640644

Typhon2 Plus This submarine is the Typhon2 with modifications for a smoother gameplay. The general idea is to tackle small annoyances and some of those "I wish I could"-ideas like handling spikes in power consumption, being able to see the radar quickly from weapons, closing airlocks automatically with a delay and many more. This submarine has been mostly tested in the submarine editor, and we have just started using this ship. So if you have any feedback or ideas, let me know! Enjoy the trip! 1st floor (Top) - Close airlock external door automatically after 7s - Airlock lights are connected to external door to show it is open - Added charging docks near each airlock 2nd floor - Added hospital bed in medbay room - Increased medical fabricating and research speed to 20x - Added research station + large steel cabinet next to medbay room - Added diving suit locker + oxygen tank shelf for the security officer - Changed railgun to double coilgun - Added double coilgun by default for the periscope that was not connected in base game - Added status monitor for quick access of radar for security officer - Replaced railgun shell rack with more ammunition shelfs - Increased ladder length, for better accessibility 3rd floor - Replaced medium steel cabinet with large steel cabinet in engine room - Deconstructor is linked with large steel cabins from 1st floor and 5th floor (usually used as inboxes) - Increased fabricating + deconstructing speed 20.0 - Added door to dormitory - Replaced medium steel cabinets with 4 supplier cabinets - Increased amount of battery from 2 > 6 (also moved from reactor room to electricity room) - Added more junction boxes to support more devices - Added more large steel cabinets - Changed floor to command room to a solid wall for better compartmentalization to slow down the sinking - Added additional door for better compartmentalization to slow down the sinking 4th floor - Added circuit box for automatic reactor - To make use of this, set reactor to manual and pull the lever to the bottom right of it. - Source: Conserp - Added another large steel cabinet - Added additional fire extinguisher (just in case) - Added 3 more diving suit lockers + oxygen tank shelfs. - 2 in case ballast flora invades - 1 for captain, in case of leakage at the front side as the other diving suit locations are far away. - Move periscopes next to the captain for quicker access - Connected the airlock light - Added hospital bed (so that the captain can lay chill while navigating, and also heal themselves for any reason) 5th floor (bottom) - Added airlock entrance - Includes automatic closing after 7s. - This was previously the docking port. I have tried combining the hatch and docking port, but the logic surrounding the docking and undocking was messing with the automatic closing logic. So to save some headaches and niche issues that might occur, I have split them. - Moved docking port - Added charging docks Modded content Features There are some links that allow cabinets to be accessed but require mods. I made separate mods to do so, in case of conflicting mods. The submarine still works without those mods. The features are: - Linked research station with large steel cabinet next to it - Linked reactor with large steel cabinets - Linked the 4 supplies cabinets in bedroom with all the large steel cabinets, to create a storage hub. - Linked ammunition shelves with the ammo loaders. - When opening an ammunition shelf, you have access to all the ammunition shelves and ammo loaders. - When opening an ammo loader, you have acces to all the ammunition shelves. I have deliberately excluded the other ammo loaders, to prevent accidentally changing the wrong one. - Linked large steel cabinets next to each other with each other. Tips When using the mods, especially the Linkable Storage mod, use the function "Lock Position" (Gear icon top left whenever you interact with an item with an interface like a cabinet) (will add picture later). This can help organizing the many windows that you see. This does require some setup time therefore when you use this especially the ammunition shelves and the loader bases connections. Mod Links The required mods can be found below, they are independent from each other: Linkable Storage Linkable Reactor Linkable Research Station Or if you don't mind having them all, you can subscribe to the whole package: Linkable Items

101 downloads Details →
歼星舰贴图修改款智能耳机 – Barotrauma Mod

歼星舰贴图修改款智能耳机

door 76561199184036908

歼星舰修改了贴图使其不再遮眼睛的主自用MOD

86 downloads Details →
RMS 80 - Tier 1 transport submarine – Barotrauma Mod

RMS 80 - Tier 1 transport submarine

door 76561199088695363

The RMS 80 is a decomissioned militaristic vessel that was originally used on Earth to transport classified documents and other cargo, while also being multi-purposed as a personnel transporter. It's original design had 4 additional coilguns on the bow, but was way too expensive to manufactor on Europa. It was also criticized as "impractical" from some RMS 80 owners which contributed to it's decommisioning. It was also said to be decommisioned due to every model having a singular beer bottle inside the cargo room, which crew members started drinking and driving and eventually one had crashed into a sea mine. Crew members also reported accidentally shooting the rear end flak cannon into the main drive cabin and into their junction box room. 95 casaulties have been documented and investigated since it's original manufactoring date which also date back to Earth. Many RMS 80 owners have also reported that the nav terminal's status monitor weren't wired correctly, or even wired at all. Some have also reported their emergency batteries turning on automatically when they weren't needed, while some also added onto it and said their switches displayed the on/off state incorrectly. This vessel may have some minor wiring issues, but can be pretty easy to fix if you know what you're doing. ^ Also, don't let just 95 documented casaulties fear you away from piloting this vessel though, with the right crew and the right mindset, you'll make it out of every mission alive. (without sinking to the abyss to a group of crawlers)

101 downloads Details →
Crates+ – Barotrauma Mod

Crates+

door 76561199060732696

makes crates better, gives them recipes, increases storage to medical, explosive and chemical crates, recipe for secure steel crate

95 downloads Details →
S.S. Shockwave – Barotrauma Mod

S.S. Shockwave

door 76561198141857566

!!! DISCLAIMER !!! This submarine was designed with intense and complex difficulty mods such as Barotraumatic and DynamicEuropa in mind; it will most likely be very unbalanced in vanilla gameplay, so do not be surprised if your vanilla campaign suddenly becomes a snoozefest if you use this sub. Basic Description Tier: 3 Class : Transport Price : 35,000 Recommended Crew Size : 3 - 6 Shuttle : Yes Turrets : 2 Large Hardpoints, 1 Small Hardpoint + 2 Small Shuttle Hardpoints Detailed Description The first thing to note about this submarine is that it features two reactors, each with its own electrical power grid. Reactor 1 (R1) is the primary reactor powering oxygen, pumps, lights, and the engine. Reactor 2 (R2) is a secondary reactor dedicated to powering weapons, fabricators and deconstructors, the sonar and status monitors, and the shuttle. The idea is to create more micro gameplay for engineers to engage with, hopefully making the role a more engaging experience overall (especially if you use the Hazardous Reactors mod). Additionally, yes, the submarine is meant to have a really clunky acceleration, it is not bugged. The engine will slowly increase its force over time based upon sonar monitor input. This is to balance the fact that, despite it having 2 large hardpoints and 3 small hardpoints, this sub is still a transport type and should be slow and clunky to maneuver. There is an implemented "overdrive" mode that disables the gradual engine acceleration and boosts acceleration by a small amount, but drastically increases power load, preventing trigger happy captains from jolting the sub in any which direction without consequences. This is also mostly true for the pumps, as ascent and descent accelerations are also very slow. Credits While I did the majority of the exterior and interior sub design as well as most wiring functionality, my friends came up with the prototype that this sub was based on, greatly helped with decoration and overall aesthetic, as well as help with some more advanced wiring. If you have criticism regarding the sub don't be afraid to post it in the comments, I will take it seriously :)

74 downloads Details →
E.C. Hulk 'The Slammer' Hungry – Barotrauma Mod

E.C. Hulk 'The Slammer' Hungry

door 76561199010440680

ACTUALLY NPC FRIENDLY, CAMPAIGN READY, RP READY Europa Coalition Hulk class submarine infamously titled 'The Slammer'. As one of the largest prison ships to have ever braved Europa's deadly waters, this vessel is designed for and around the transportation and protection of prisoners, civilians, VIPs, and even cultists through the treacherous regions of Europa. Not a safe environment for assistants, professional Coalition officers work around the clock to keep all occupants alive, and uncomfortable. Pity the souls voyaging this grim vessel. 4 Prison Cells For Maximum Incarceration Classification A tier 3 prison transport submarine, priced at 50,000 marks and requiring an experienced crew of at least 16 members, is equipped with standard Coalition weaponry ready to keep *EVERYONE* inside alive. NEW CHANGESAdded the "Sally Port" button to the chief of security's office, this button turns the central access shaft into a safe airlock for the prisoners to pass through without interacting with ill-equipped staff and minimising risk. It requires at least 2 officers to operate, one at the top of the shaft outside the ship waiting with prisoners, the other in the Chief of Security's office. The officer in the office activates the "Sally Port" button, then the "Chute" button. The "Chute" button opens the prison hatch without setting off the alarm, as well as the outside hatch. Once the office officer has pressed both buttons they MUST verify that the central passage, now locked by the "Sally Port" button, is clear of any personnel that may have been passing through at the time of lockdown. Once the office officer verifies that the "Sally Port" is clear, the above Officer watching the prisoners is free to safely drop them down into prison. The office officer must re-press the "Chute" button after a prisoner has fallen through as automatic sensors close both hatches to prevent an escape. "Sally Port" + "Chute" + camera = safety! ARREST PIRATES AND TAKE THE SUB WITH YOU Doors Require Crew Id Cards, No More Outpost Security/Bandits Onboard This sub design is a complete overhaul and update to the Colossus-12, an rp prison sub, which was a refurbish of the Colossus-9 by Sebe, both of which are for now un-updated. This submarine is ACTUALLY npc friendly and good for roleplaying. perfect mods to go with it is the "Wanted Alive" mod as well as the level changes mod and of course Dynamic Europa. Hungry Europan is required for this but: I have uploaded a version that requires no mods, enjoy! https://steamcommunity.com/sharedfiles/filedetails/?id=3430635603 Assistants have the same spawns as people you will want to keep in your cells, so thats where they spawn hence it not being a safe environment for an assistant lol. This took a lot of pain to make this sub become usable again the amount of bugs i had to squish was insane. RECOMMENDED MODS: https://steamcommunity.com/sharedfiles/filedetails/?id=3334369732 https://steamcommunity.com/sharedfiles/filedetails/?id=3384477730 https://steamcommunity.com/sharedfiles/filedetails/?id=3384230461 https://steamcommunity.com/sharedfiles/filedetails/?id=2923772844 coalition jailhouse submarine prisoner transport mobile outpost EC MEGA PRISON

95 downloads Details →
Project 941 Groucho 3 – Barotrauma Mod

Project 941 Groucho 3

door 76561198312930728

Named after the best cat ever. Edit of an edit for fun solo campaign or with friends, with best parts of both original subs spliced together and some added features: -Reinforced hull (2x stronger) -zDoors from Enhanced Immersion -2x heavy railguns, (unlimited, supply of specialized shells in gunnery) -2x medium ssl launchers, (located in command next to nav terminal) -2x double chainguns, (unlimited w/ automatic turret toggle switch) -2x double pulse lasers, (unlimited w/ automatic turret toggle switch) -1x prototype coilcannon (w/ automatic turret toggle switch) -2x prototype coilgun (unlimited, controlled with heavy railguns, switch to toggle on/off) -4x torpedo tubes on front (controls on small screen on nav terminal and in nav terminal, input 1,2,3 or 4 depending on which tube you are firing, nav terminal will fire all of them) -1x spinal mounted railgun for upwards launching boarding pods (controls in gunnery and command) -3x depth charge tubes (controls in gunnery and nav terminal) -5x discharge coils (controls in nav terminal and mast) -3x auto sentry turrets inside airlocks (loaders in upper airlock access) -4x mining lasers (controls in engine room) -Photonics mast (controls in command) -Automatic flood/fire/intruder alarms mounted around sub (manual switches mounted on nav terminal) -Outside light toggle (mounted under nav terminal) -Hangar door toggle (mounted under nav terminal) -Surveillance system (command, mounted on orange monitor next to nav terminal), -Sprinkler systems, weapon fabrication (armory), status monitors, id printer, items, and cosmetic changes (windows, signs, color, etc). -Set up to use Shock Ranger Corps mod to replace diving suits (oxygen tanks in helmets AND armor so that bots wont try to place "swap" their oxygen from the helmet to the armor, although it does nothing when in the armor slot.) -Some doors are job ID specific (command, reactor, armory, brig, shuttle, electrical, engine) -JobsExtended supported/required -Assistants will spawn with id_diver Fast Attack Shuttle: -Remote control available in command room (mounted on green and blue monitors next to nav terminal) -Remote turret control available in command room (fire-control computer next to shuttle nav terminal) -Hangar door toggle (center lever) -1x torpedo tube (rear facing) -1x prototype coilgun with explosive ammo (front facing w/ automatic turret toggle switch) -Reinforced hull -Increased battery life -SOS transmitter to command room Other features Ballast Flora Mode, Crew Quarters, Officer Quarters, Grow Room, Brig, Safe Room Recommended mod list that goes with this: https://steamcommunity.com/sharedfiles/filedetails/?id=3415282644 Credit to these guys for their cool subs. V Originals: Project 941 Green Machine: https://steamcommunity.com/sharedfiles/filedetails/?id=2891670981 Includes original grow room, crew quarters, captains quarters, jail, safe room, and expanded oxygen/storage. (OG) Project 941 Akula: https://steamcommunity.com/sharedfiles/filedetails/?id=2821578193 Includes original ballast flora mode, mining shuttle, hangar doors, and gunnery door which have been slightly changed. Surveillance System: https://steamcommunity.com/sharedfiles/filedetails/?id=2826883915

79 downloads Details →
[FK] Oppressor – Barotrauma Mod

[FK] Oppressor

door 76561198358979761

"The Oppressor class was made primarily to be a ship-of-the-line for the Europan Coalition. Meant to lead small strike groups and serve to blockade outposts not friendly to the Coalition. It would remain in active production for multiple years before being replaced by the larger Vanguard class to lead as flagships." Oppressor Class Role: Attack Tier: 2 Price: 20,350 Mk Recommended Crew: 9-11 Diving Suit Capacity: 11 Horizontal Speed: 27.7 Vertical Speed: 17.2 Ship Size: 48x12m Cargo Capacity: 8 Crates Magazine Capacity: 30 Boxes + 12 Shells Mounted Weapons: - x1 Small Hardpoint (Upper aft-side) - x1 Coilgun (Upper fore-side) - x1 Railgun (Lower center) - x1 Small Hardpoint (Lower aft-side) - x1 Coilgun (Lower fore-side) Special Features: - Automatic Diving Suit Refill - Automatic Doors - Backup Battery Array - Connected Fore Gun Control - Connected Aft Gun Control - Attack Drone - Deconstruction + Fabrication - Electrical Discharge Coils Oppressor Class Drone Role: Drone Horizontal Speed: 136.8 Vertical Speed: 36 Mounted Weapons: - x1 Pulse Laser (Fore-side) Other FK Coalition Subs

74 downloads Details →
Shooting Range – Barotrauma Mod

Shooting Range

door 76561198277638469

Testing weapons is pretty good to get a feel for them and actually know how to use them in the game. This uses a bunch of ACTUALLY BALANCED weapons from a mod too, but also chemical weapons and submarine guns too. Meant for use in the SUB EDITOR where you can use commands to spawn enemies and other humans. Everything is already pre loaded and semi organized cuz that's convenient.

60 downloads Details →

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