- Mods
- /
- Barotrauma
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.
ORANGE DECO
door 76561198866917604
Enhanced Armaments without scp035
door 76561198162270308
remove the scare mask of Enhanced Armaments you should place this mod above EA mod
恐星号
door 76561198012164051
恐星号是一艘微型潜艇,小巧而紧凑的舰体牺牲了部分正面交锋的能力,但却带来了无与伦比的机动性。除常规电磁与轨道炮外,还配备有先进的无人机及激光主炮,面对木卫二任何危险生物均有一战之力。艇内设施齐全,布局紧凑,动线分明,多种人性化功能给您带来良好的驾驶体验。
Nissan GT-R R35 for HE
door 76561198254329564
A new type of Nissan GTR - NOW A SUBMARINE. It is a fully functional sub. It hasa a citchen for Hungry Europeans in the back and some personal space at front :)
CPI - Opal Osprey
door 76561198352039069
An old seafaring personel transport ship converted into an all-rounder by the separatists. The Opal Osprey, as it was once known, was something similar to an underwater cruiseship, transporting VIPs with elegance. Now under it's new soubriquet: "Trenchbilly", given by coalition higher ups, it is used to smuggle separatist supplies and personels with speed and firepower to help it fight against the horrors of Europa. Stats: Class: Transport T3 Price: 28000 mk Recommended Crew: 6-13 Speed H.: 38 km/h Speed V.: -18/11 km/h Size: 49x17 m Cargo: 20 Crates Features: - Weapons: 1 Flak cannon and 1 Coilgun at the top. 1 Chaingun and 2 Coilguns at the bottom. 1 dept charge tube and down-facing fixed railgun haphazardly built in by the separatists for bombardment purposes. The separatists call it the "Predator strike" - Efficent Automatic Reactor Controller (can function with all kinds and ammount of fuel) - Panel with noumerous lights and alarms idicating the status of critical systems. The flashing red light is NOT for decorative purposes. - Custom IDs with different security levels, found in the safe in the command room. - Vault with alarm system which can only be disabled by having a high lvl keycard. (Red/Captain/Security) - Terminal-to-Chat system: Around the ship multiple terminals are located which can be used to communicate with the crew (even by the normally mute husked cultists). All terminals' channel can be manually selected my modifying the wifi components' channels to the desired one. (Wifi components for each terminal are found near the terminal behind a loose panel.) - Automatic Back-up battery switch: The power grid will automatically switch to battery power when not enough power is being produced by the reactor. "The batteries are old and will not support the entire submarine's hunger, but it might just get you out of trouble." - Ballast overrides for each big pallast pump in case of maintenance and a pipe valve in the amidships, incase the weakpoint gets damaged. - Engine "cut-off" lever next to the ballast pipe valve. Engages the security measures in the engineering compartment by closing off one half of the room. Could come in handy if the crew has bigger problems than the damaged pipe weakpoint. (Probably for the better as the last separatist "professional" who tried to fix the old machinery responsible for the water control said, and I quote: "Trust me, I'm an engineer.") - 4 Searchlights for your curious crewmates and 2 cameras for your studious officers. (Cameras can be accessed through the monitor above the status monitor in the bridge) - 1 Fabricator, 1 Decosntructor, 1 Medical Fabricator and 1 Research Station for your "Gene modifying needs". - 14 Diving suit lockers and a bunch of diving masks in the Emergency Supplies Cabinets. - 1-1 Airlock at the top and the bottom of the ship. PS.: This is the updated version of an older sub of mine which went under the name Lapiz Lazuli "Shitkicker", as it had a few problems of its own from the lack of extensive decorations in some parts of the vessel through the condition board simply not functioning. These problems were fixed with some new additions such as the security cameras in the cargo and engine room, the engine cut-off mechanism, a downpointing fixed railgun to bombard whatever is at 4-5 hours and a huge ass antenna (decorative).
The CR7-E.M22 Greyhound
door 76561198141502035
"The Ganymede Class CR7-E.M22 "Greyhound" was built from the chassis of a Pre-Europan, Terran, Global Aeronautics Administration exploratory submersible. Repurposed and refitted by Coalition Engineers with the discreet purpose to map and study the frontier of the Europan seas. Reserved only for the most coveted crews within the coalition, due to it's heavy weaponry and fast engines. However the overengineered electrical grid means that even a skilled crew will have a daunting task ahead of them." 38,000 mk Tier 3 Scout type Recommend crew size 5-9 Weapons: 1x Railgun @2 O'clock 1x Double Coilgun @10 O'clock 1x Flak Cannon @7 O'clock 1x Chaingun @4 O'clock 1x Electric Discharge Coil 1x Depth Charge Tube Facilities: Crew Quarters 9x Crate Storage Large Reactor Emergency Dual Engine Specialized Reactor Monitor 9x Diving Suit Lockers Aux Battery Switch And much much more. Very important to note. I did not create the original design or layout of this submarine. I heavily modified it from steam user Kaff's "Beluga". I modified their creation to fit my wants and needs within my own campaign. Please check out their submarine here https://steamcommunity.com/sharedfiles/filedetails/?id=2964115896
新方位角
door 76561198366099390
新方位角是联盟工程师基于方位角为蓝本建造的大型武器实验平台,由于武器实验的结束,该实验舰也被联盟转手卖掉,现在这艘威力强大的潜艇辗转到了你的手上,你能展现出她全部的实力吗? 该舰保留了武器平台时期的武器,你也可以更换武器以适配更好的战斗环境。全船动力部分与方位角号基本一致,反应堆配备了简易的电池中继调节以供给全船的高耗电量需求。
Porter
door 76561198073617035
A Jovian Separatist cargo ship with plenty of ordinance to attack Coalition outposts. Recommended Crew Size: 3-6 Tier 3 Ship Purchase price: 12,000 credits Porter Feature List - 1 Flak Cannon - 1 Double-Barreled Coilgun - 3 Searchlights - Depth Charge Launcher - Electrical Discharge - front and back - Alert level system - Yellow Alert - Red Alert (buttons in command bay) - Battery backup system (orange button in command bay) - 2 Unit Load Devices and 1 crate shelf for cargo missions - Comes stock with 1 Exosuit - Medical bay with medical fabricator, deconstructor, and fabricator - Full fabrication bay with plenty of storage. - 4 crate shelves on the exterior of submarine for easy storage while mining - A lot of detonators and explosives to attack coalition outposts - Plenty of secrets (Honk!) Notes: - Logbooks with lore will be added in the future
Improved Orca Plus
door 76561198257714891
It is the Enhanced version of Orka 2. It is Tier 2 and has a price of 50,000 MK. Orka 3 has more lockers and shelves. Oxygen cylinders can now be filled automatically in the wetsuit locker and oxygen tank rack. Armor is 3x the Orka 2's armor. It can reach a speed of 50 KM. It has 6 different weapons. It is also technologically superior to Orka 2. The energy consumption is less, the water pumps consume less energy and discharge the water faster. The capacity of the ship has increased considerably, you will understand what I am saying better when you play with the ship I wish everyone a good game.
Burr-C
door 76561198119630220
WARNING! THIS IS A "CHALLENGE SUB", IT DOES NOT FUNCTION OUT OF THE BOX! In order to add an interesting challenge to a run this sub is only partially wired and/or armed. You have to restore it to full working order ingame! If you just like the design a fully functional version can be found: Here Futher info is provided in the Notes section. Stats and features Tier Two transport sub Priced: 14,500 mk Cargo capacity: 68 Crates Size: 43x23m - 1 Large hardpoint - 1 Tri chamber railgun with small coaxial mount - 1 Hardwired coilgun - 1 Depth charge launcher - 2 Cameras One Fore and one Aft - An Automatic discharge coil Located on top - All three crafting stations With linked large lockers - Fully furnished "Research lab" Blood red lights toggleable with the switch next to the altar - 2 Subsurface electric™️ automatic battery backups Charges/discharges automatically to prevent undervolting. No one sub should have all that power. - And Dugong style auto doors Only a couple near the bridge In game Description The Berr-C is a piece of Berilia wreckage partially restored into a Church-ship that's been siting in coalition impound since it was siezed. The operation to capture the vessel ended with 13 casualties, the ship heavily sabotaged, and a massive blow to morale. The coalition wants it gone enough to give you a heavy discount, if you're willing to fix it... Notes In order to get the sub working you have to wire it up ingame. There should be enough manually placed resources, wires, and FPGA's in the fab room to at least get it moving, along with what randomly spawns in the wreck. The turrets and cameras can be tapped into via the relays. The pre-placed relays have also had their max power increased to 10,000 as not to cause any bottlenecking issues. The second and far fatter entry in my "Challenge sub" series this one's a doozy. It's intended to make a campaign more difficult via the novel challenge of repairing the sub and provide much deeper customization than usual, you're the one building the sub after all. In the Burr's case I removed a bit of the tedium by pre wiring all the lights and added the conundrum of the third engine. As is the Burr-C is using the former lower engine bay as it's second ballast tank, but the engine still works. So with some clever wiring you can sacrifice half your ballast and kick it into maximum overdrive. If you're gigabrained you could even switch between dual ballast and turbo, how to wire that up is the million mark question. Third engine aside you've also got two hardpoints in an unorthodox configuration and limited periscopes to tango with aswell. Lastly please don't attempt this sub without people you trust, on one off missions, or on a higher difficulty than you're comfortable with unless you truly want a CBT fortified experience Please leave any issues you encounter in the comments and good luck! Link to my other subs Link to more "Challenge" subs
pingas Navigation Terminal Sonar
door 76561198255769711
Dr. Robotnik helps you navigate Europa. Simple sound mod. Overrides Navigation Terminal, incompatible with mods that modify the following file. Barotrauma\Content\Items\Command\command.xml Doesn't work on shuttle, yet. Should be possible. PINGAS image source: https://www.deviantart.com/thafake/art/Dr-Robotnik-356391456
Wireless Messaging Terminal
door 76561198093604650
This Item assembly, allows you to direct message other terminals. The terminals are split into 5+1 groups. Captain, Security, Medic, Mechanic, Engineer, All. You can choose to DM any of them and clear the messages afterwards. DM'ing All will send the message to everyone. The Green flashing light indicated your terminal has received a message. 1. Send a command to the terminal of whom you wish to commune with: msgcap, msgsec, msgmed, msgmech, msgeng, msgall 2. Send your intended message in your second message. You can keep typing as long as you want until you close the connection. 3. Close the conversation by writing either disconnect, dis, close. 4. Delete your conversation if needed by pressing the button behind the light. Enjoy!
The Lumina AI NonKOS
door 76561198983694373
This is my first try at a Semi-Automated Submarine. It has toggleable AI-Turrets that automatically target hostile Creatures and a toggleable one-time-use Smart-Repair-System (Short: SRS). The Ship now also comes fully stocked with all supplies needed to sustain it. INFO: -Class: Attack -Tier: II -Cost: 5069 Mark -Weaponry: 4 Small Hardpoints preequiped with Coilguns -Strengths: SRS, stronger Hull and automated Subsystems -Weaknesses: Semi-stable Powergrid, AI that hates everything that is tagged as monsters (Includes Pets), high Ammo-consumption -Crew: 2-4 People (I personaly recommend atleast one Engineer and one Mechanic with Fixfoam-Grenades) -Difficulty: It's a bit unbalanced but it could be worse. Please leave your feedback in the comments.
Dugong-C
door 76561198000853020
A Modified Dugong Class Submarine, this varient is used for construction work and outpost maintence. it features a extra coilgun for increased defense against creatures attracted by the noise. It also features a small workshop to facilitate ease of construction. a more complete dugong that can used for a variety of task involving salvaging, mining or repair.
SS Abbot
door 76561198422582519
Big ship, big problems, very floodable 10/10.
Apo-5A1A Chainsaw Mk1
door 76561198120357001
原作链接:https://steamcommunity.com/sharedfiles/filedetails/?id=2672724617 声明:并非原作,只是个人改进自用型号。原作请搜索【Apo-5】 仅包含Apo-5A 的个人改进分支,改进内容详见潜艇说明。
ECM MATTERHORN
door 76561198137082178
Background The Matterhorn. Fifty years ago its name would have struck fear into the hearts of Europa Coalition captains. During the Shipping Wars, when the very new Europa Coalition was struggling to carve a niche for itself in Europa's politics, the Matterhorn was the most successful vessel in the Osedax corporation's warfleet. For the first three years of the war the Matterhorn preyed upon the Europa Coalition's convoys with impunity, sending hundreds of millions of dollars worth of shipping to the bottom of the Europan ocean. At the battle of Thrace Macula the Matterhorn faced two state-of-the-art battleships and sank both of them. During the battle at Abyssal Passage Ganymede, the Matterhorn held off a reinforcement fleet of ten warships long enough for engineering crews to seal the passage and turn the tide of the engagement. Everywhere the Europa Coalition turned, it seemed like the Matterhorn was there, waiting to hand them a new setback. Then it vanished. When the Europa Coalition broke the blockade of Moyle Cavus shipyards, the Matterhorn retreated with superficial damage. During the retreat it separated from the Osedax fleet with engine trouble. The rest of the fleet carried on while the Matterhorn laid low and made repairs. It failed to make its rendezvous at Osedax 3799, and salvage crews were unable to locate it in the face of advancing Europa Coalition forces. The Matterhorn and her crew were abandoned. A month later Osedax joined the Europa Coalition, and shortly after that the war ended. Three months ago, a separatist salvage crew discovered the Matterhorn at the bottom of Abyssal Passage RQ-095672, 5 kilometers from any established search pattern. The salvage crew was surprised to find that the Matterhorn was relatively intact, and could be raised with relatively minimal investment. The separatists were quick to raise and restore the ship, registering it as a Europa Coalition scout ship. If ever their plans come to fruition, their fleet will be led by a fully restored and re-armed Matterhorn. Armament When the Matterhorn was raised, her weaponry was unsalvageable with the exception of the forward railgun. Below is her current armament: - 3x tuned surplus coilguns - 1x heavy spinal railgun - 2x electric discharge pads - 2x hardpoints Features - CCTV system - Adaptive airlock - Airlock threat detection system - Supercapacitor readouts indicating charge status for each weapon - Automated reactor - Automatic Ballast Flora purge system (pictured)
[BOS]Xen-强袭黑森林V2.3
door 76561198160217900
Xen级大型核潜艇,她是冰洋中的庞然大物,内饰精美,设备齐全,宛如一艘豪华游轮,只有拥有足够财力与能力的团队才能驾驭,如果想要一段精彩的旅途,那就是她了。群友武装强化版
Thunderchild
door 76561198094462847
A medium-sized Syndion attack vessel meant to take on missions that require a good bit of firepower and strength. Packs a much bigger punch than its cargo carrying brother, the Nova. This model also features a heavily revised power system compared to the old version and much better drain systems to deal with flooding. This version features an interior turret to deal with intruders or murderous traitors. Price: 23000mk Dimensions: 45x12 Cargo capacity: 20 Crates Crew capacity : 7-10 Top speed: ~29km/h
Sea Coffin
door 76561198068381784
I made this one personally for my group's private use but then thought to share this. The Sea Coffin is an all-rounder attack submarine with emphasis on a group of friends who wanted to play on easier PvE mode. This submarine included several extra diving suit lockers in strategic places. Equipped with two airlocks, this submarine allows quick access to objectives. It also comes with two default coilguns and two other hardpoints for upgrade. With a drone (design inspired from Kastrull's drone) to allow remote access, it serves as an extra turret while being docked. Also, this sub has a planter room with platforms in the back of the submarine. So, if you enjoy planting but are afraid of mutated fruits, you can (hopefully) safely do so in this sub. If you need any idea for the setup, I usually run a session with a captain, an engineer, a mechanic, and one medic. Sometimes, an extra hand joins in as a security officer or a repairman. Most of the ideas in this submarine was from me taking notes on what my group complained about when playing with vanilla subs. All in all, I hope you have fun playing with this submarine!
Door Close Only On Flood
door 76561198145218895
TL;DR When there is no water on both sides, keep the door open, otherwise close it. Description: This door will keep open when there is no water. Very useful when we want to let oxygen to pass through freely, which improve the effectiveness of wire controlled oxygen generators. The door will close immediately when there is water. After that, it behaves like a typical auto closing door. When water is drained out on both sides of the door, it will open again.
The Dud (Campaign)
door 76561198053989721
(This is my second Submarine ever. Took me about 2-3 days to complete. I am quite proud of it). "The Dud" is a quick, agile and responsive submarine. It handles well but comes at the cost of decreased combat potantial as well as being SEVERELY understocked. Its fuel consumption is average but it requires higher maintenance. It is still manageable by a single Engineer though. Despite being prone to breaches along with blind spots, the Dud was designed with safety in mind. It is difficult to flood the entire submarine due to advanced ducts. This submarine is vanilla/campaign friendly - resources on the submarine are extremely scarce so make sure to salvage some wrecks and only run cargo missions at the start. It is probably not made for RP as all classes have access to every room (so A.I. can repair the sub no matter where). Features Strengths - - Very fast, repsonsive and easy to handle - - Backup Battery power with a remote switch at the captain's nav terminal. - - Difficult to flood the whole submarine - - Easy to repair get back online Speed - - Quick horizontal speed (46km/h). - - Average descend speed (13km/h -18km/h). Weaponry - - 2 Coilguns (1 Top 1 Bottom) - - 2 Electric Discharge Coils in blind spots (1 Top 1 Bottom). Flaws - - Mediocre reactor efficiency. - - Severely understocked in everything ranging from medical supplies to ammo and weapons. - - Above average maintenance requirement. Other Features - - Deconstructor - - Fabricator + Medical Fabricator - - Electrical room + Reactor Room (junctions only exist here) > Engineering section in the submarine. - - Dedicated Storage room - - Anti-Meltdown system (automatic scram) - - Overload protection - - Flood and Fire warning system alarms wailing across the whole submarine, showing an emergency to all crew. - - Advanced water duct system. (If the rooms below are compromised, no water will be let into the upper rooms of the submarine from the ducts, no matter if water is in the room above it already). - - Automatic Airlock system. - - Diving suit lockers and oxygen tank shelves refill their oxygen if there is power from the dedicated junction boxes. - - The reactor can be remotely shut off from the captain's nav terminal. - - Emergency battery charge display - - Monster detection for gunner around the submarine (mainly to know if there is something in the blindspots) Gameplay/realism Features - - Emergency lights only turn on when main power goes out - careful as the "lights" junction box when broken might not even allow emergency lights to turn on, leaving you in the dark. - - If power shuts off, the entire submarine (including external lights, turret lights and alarms) will go dark after 5 minutes and remain this way until main reactor power comes back online, turning the ship into a derelict. - - The electrical boxes can catch fire with a 30% probability at the main reactor junction as well as require more maintenance in general (lesser with junction boxes going from big to small).
Barotrauma server met modondersteuning
Start je eigen Barotrauma server in een paar minuten.
Huur een Barotrauma server