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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.
Tonk
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Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk Tonk
[FK] Dauntless
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"The Dauntless class maintains a large armament to take on Separatist vessels far larger than itself. The Europa Coalition mass produces the Dauntless class as an easy to maintain and cheap to produce submarine for beginner Coalition captains." Dauntless Class Role: Attack Tier: 1 Price: 8,500 Mk Recommended Crew: 4-6 Diving Suit Capacity: 6 Horizontal Speed: 35.7 Vertical Speed: 20.7 Ship Size: 23x8m Cargo Capacity: 8 Crates Magazine Capacity: 3 Boxes Mounted Weapons: - x1 Coilgun (Upper aft-side) - x1 Flak Cannon (Lower fore-side) Special Features: - Automatic Diving Suit Refill - Automatic Doors Other FK Coalition Subs
齐音号攻击型巡洋潜艇
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覆精钢为甲,携利炮为刃,驭渊流之灵巧,遁渊洋而无形。歌音曲音,词音诗音。融渊洋之流音,入孤星之心音。音与灵之交映,同生各不相行。 简介 齐级齐音号巡洋潜艇(攻击型)。初始最大水平速度34,下沉速度19(25),载货12箱,有禁闭室和防火种植室,和13段分舱中央排水压载系统,顶部抗击打和进水能力极强。物品数包含无人机大约1700左右,携带一架设施消杀无人机。该船带有自动档驾驶(自动档不支持自动驾驶)和自动切炮功能。攻击力和机动性较高,适合单人游玩,可以搭配难度不太高的mod。 功能 无人机:携带一架镜控无人机,可利用支杆穿进设施中,以引擎尾焰绞杀敌人,或者向内部投掷深弹。或可利用火炮矿洞杀敌。无人机上有柜子,可用于临时存放战利品。 自动档驾驶:常规驾驶时终端的箭头只是出力方向及大小,并不会立即匹配你想要的速度。而自动档驾驶时终端箭头就是目标速度,潜艇会立即匹配箭头长短所代表的速度(包括垂直速度)。此时会启动助力引擎,使潜艇加速度非常快,以立即达到目标速度。自动档箭头归中即为停船,也可以打开定位船刹快速刹船,将船锚定在开启船刹的瞬时位置。自动档开启时不支持自动驾驶的当前位置停靠。自动档驾驶技能要求极低,任何职业都可开船。 自动切炮:舰长室潜望镜连接所有火炮,怪物靠近时会自动切换到目标方向上的火炮视角。不会切换已经被操控的火炮,防止抢夺控制权问题。有防频切功能。 声呐炮:船头和船头上方各有一门声呐炮,开启定位船刹或反向驾驶时终端都会控制声呐炮。由于该船的机动特性及功能,声呐炮非常好用,可以自动反向走位拉开与怪的距离,进行远程轰击。 其它补充 该船为“齐诺恪”号的重制版(原船工坊已删除),更具体的操作说明以船内日志为准。为了优化体验,建议该船搭配io工具箱游玩。齐级共有两艘巡洋潜艇,另一艘为齐灵号。两船内外结构布局相似,但特色不同,各有玩法强弱。
Elephantasia
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TIER 3 - SCOUT / EXPLORATION VESSEL RECOMMENDED CREW: 4-8 (2 Engineers, 1 Mechanic, 2 Security, 1 Captain, 1 Doctor) ARMS - EXTERNAL: 6 Pulse Laser turrets, 1 Railgun ARMS - INTERNAL: 2 Twin-Linked HMG turrets that can be operated by Security, or toggled into sentry mode by the captain, firing on any and all movement. DESCRIPTION: The Elephantasia, a flagship exploration submarine with numerous survival features. It is large and requires several dedicated engineers to operate, though it has been successfully fielded by crews as small as 3 (Two engineers and a Security). She requires love but is a sturdy ship, her ballasts are double-hulled for extra strength, she features strong flood resistance, internal defense systems, external shock coils (nose, and both access doors). Allowing her to survive intense xeno onslaughts. Just be careful as she will slowly sink if the doors are open, so always have someone pump out the water in the mining access hangar at the top after the miners leave, so that stability can be maintained. FEATURES: 1. 6 Pulse lasers on 3 periscopes 2. 2 dual-barrel sentry guns in the access areas that can be activated to shoot on all motion, or controlled from Gunnery. 3. Dedicated Mining Bay, with cargo MULE access hangar. 4. Status monitors for maintenance. 5. Airlocked reactor for Hazardous Reactor gameplay. 6. Crew specific dedicated areas, with ample starting supplies. 7. Dedicated hospital with Neurotrauma medical display (Like in Mercy Hospital) 8. Ample cargo storage. 9. Forward railgun turret for the Captain. 10. A,B,C, and D ballasts, of which only ABC could possibly be radioactive. 11. Quarantine room with built-in incinerator for dealing with parasitic infections. 12. Six beds in a dorm room for recovery (Two more in Quarantine).
Furry posters mouse
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mod for фурри клуб скучающих мышей https://discord.gg/mous-server есть крафт постеров,но предназначен мод для редактора подлоток,так как многие постеры очень большие. А также их можно подбирать there is a crafting of posters, but the mod is intended for the editor under the tray, since many posters are very large. And they can also be selected
Wobbegong IV
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The Wobbegong IV Tier 3 Attack Submarine is a heavily armed iteration on the Wobbegong line of subs from May B Ships. This model adds expandable turret placements on the spine and belly of the sub's shell. It boasts a nose-mounted railgun perfect for high speed surprise attacks. This model also comes standard with a Galdur C drone, docked at the forward drone dock upon purchase. Many rooms and details from Psyduck's Decotrauma packs.
拉格朗日点级—Hungry Europans
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Damageable Transducers
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Ever wished the sonar transducers were damageable? ever wished you could make your ship completely blind and unmovable? Well you're in luck! This mod is really quite simple, Sonar transducers become damageable, allowing creatures, weapons, and explosions to damage and eventually break the transducers, which will cause the ship to be 100% blind and immobile. Also don't forget, failing the skill check for repairs will damage you a fairly significant amount, good luck divers! Real sonar version here: https://steamcommunity.com/sharedfiles/filedetails/?id=3210745817
USUB7 Coalition
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A coalition version of the USUB7 submarine made by Cthulho
MineralsYieldDisplay w config and modded ores
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Replica of MineralsYieldDisplay with added config for removing minerals yield numbers. Also checks for modded ores: Ssparky's Additional Ores is added. Client-side mod, requires client Lua installation instructions in Lua For Barotrauma workshop page Original made by - Sun
Neptune Class Battlecruiser
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The Neptune class battlecruiser is the pride of the Eshar Colonial Shipyards. Originally designed to fill in a Coalition order for a fleet of heavy battleships, her over-budget systems were eventually downgraded and the number ordered vastly reduced. She features automated weapons minus her railgun compliment, a modular pod along her keel for carrying amphibious assault marines, and six torpedoes at the bow armed with nuclear warheads. She requires large crew compliment to run at full capacity. Price: 45,000 mk Dimensions: 100x26 Cargo Capacity: 48 crates Recommended Crew Size: 10-15 Recommended Crew Experience: Experienced -Author's Note- In order to use the torpedoes, the torpedo being fired must be selected from the button panel next to fire control. Then open the torpedo bay door. Hit undock to launch. Do not have more than one torpedo selected at a time, or it will not function as intended. The torpedoes can be recovered in the campaign, but will have to be manually reloaded at the front of the nose with a new nuclear depth charge in order to actually be useable again - Also you may need to weld a small hull part at the very tip of the front so detonation works as intended. -Now includes a Mk2 upgrade for tier 3 purchase at 60,000 Marks.
Guppy MK I
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Murdoch Industries presents its first shuttle to be used with your subs. The Guppy MK I is a combo attack and exploration shuttle. This is a pure vanilla build, no mods needed. General Stats: Type: Shuttle Price: 1000 Dimensions: 9m x4m Cargo: 0 Crates Speed: 24.5 km/h Recommended Crew: 2 (may fit more) of any level Weaponry: 1 Coil Gun Depth Charge Features: Exterior Camera/Search Lights Dual Top/Bottom Docking/Escape Hatches Moondoor Emergency Diving Suits Emergency Supplies Diving Locker (partially stocked) Power Switch Lights Toggle Battery Power % Monitor
S.S.UBEN 11
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SubTier 1 Scout Submarine UBEN 11. Recomendly 4-5 crew, skill newbie or veteran. slots 8 cargo crate, horisontal speed 31 km/h, vertical speed 17 km/h. Have double engine, 2 ballast, have 2 coilgun and 1 chaingun. Have depth charges tube. Cost 7988 Mk. --------------------------------------------------------------------------------------- Tier 1 scout submarine. Cost: 7988 Mk. Crew: 4-5 newbie-veterans. Speed: Engines 31 km/h; Up/Down 17 km/h. Weapon: 2 Coilguns; 1 ChainGun; depth charges tube. Mechanisms: Fabricator; Deconstructor; Medical fabricator. ---------------------------------------------------------------------------------------
Winterhalter2 (Balanced Price)
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hUbert made a fantastic mod of the Winterhalter that includes an airlock and an actual functioning shuttle. This version adjusts the price to make it more fair and balanced for a Vanilla campaign. Original (all credit to hUbert): https://steamcommunity.com/sharedfiles/filedetails/?id=2763534986&searchtext=winterhalter+shuttle -
Type XXI U-2501 [EUROPA NAVY]
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21型潜艇2501号,为21型潜艇的首舰,采用核能电力混合推进系统,发动机为纯电动推进。储物量大,储弹量大,抗沉能力强,设计时特意为底层增加一层装甲板,并设计了超大容量的压载舱。搭载武器为4+2配置,21型潜艇是木卫二联盟海军常规作战潜艇。并搭载一个小型无人潜艇,可以为潜水员出仓保驾护航。 The Type 21 submarine U-2501 is the first ship of the Type 21 submarine, equipped with a nuclear electric hybrid propulsion system and a pure electric propulsion engine. Large storage capacity, large ammunition storage capacity, strong anti sinking ability, specially designed to add a layer of armor plate to the bottom layer, and designed a super large capacity ballast tank. Equipped with weapons in a 4+2 configuration, the Type 21 submarine is a conventional combat submarine of the Europa Alliance Navy. And equipped with a small unmanned submarine, it can escort divers out of the warehouse.
Mad Cat (Timber Wolf)
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My attempt to replicate Mad Cat(Timber Wolf) from Battletech in Barotrauma. Features Can be controlled via periscope. Can switch between weapons and movement by double clicking. High firepower. Low water power.
Volition
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A former coalition transport ship, abandoned or overtaken. the Volition served the jovian logistics effort. She is fitted with two double coilguns and a discharge coil setup on the front that provides excellent coverage to offset her catastrophic vulnerability to heavy flooding. Mods used in this version: Mechtrauma, Enhanced Armaments, Neurotrauma, Single Crate Holder. Made for SSP group Fatures: 2 double coil guns An auxiliary engine Trash compartment 4 Storage units for cargo Diesel engine Nuclear reactor Enhanced armaments work stations Main engine setup: The switch to turn the engine devices off is on nex to the battery in the same room as the boiler and aux engine. Trash chute: Located between the medbay and engineering. When both doors are closed, the hatch opens, dropping down whatever (or whoever) is inside. Oxygen: Due to Mechtrauma it takes a while for the oxygen supply to start working for some reason. Oxygen vents: Only the vanilla vents are used. The ones that give fungus infection were too annoying to deal with IMO. Backup power: The room that houses the battery needs to stay dry while turned on. Can be activated/deactivated from the navigation terminal or on the battery itself. Auxiliary engine: The auxiliary engine is much weaker than the main one and is also quite power hungry.
Huskified Storage Container With Sounds
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Have you ever lost your pet husk? Well you probably still will but now you'll at least know its not dead... yet. This mod adds husk sounds to the huskified storage container and a crafting recipe to make your own. Compatibility: This mod overrides the following -Character "huskcontainer"
Goblin-Shark
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Just a Cargo ship with a big gun ahead nothing surprise and one more thing report bugs in comments or anywhere just report them to me Stats: MaxDeep: -18 km/h : 23 km/h MaxSpeed: 18km/h : -18km/h Hull health: 400hp "it looks like Goblin Shark" -unknown (hah I made a little mistake I share the wrong ship haha silly me)
Smith's Sub Ambience
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Makes the submarine feel more lively by changing the onboard machinery sounds Does not replace reactor sounds if Hazardous Reactors is enabled
Automatic Sequential Fixfoam Detonator
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An example of a system for automatically fixing multiple instances of hull breaches in the same room, before needing to be reloaded and reset. This greatly enhances the submarine's survivability during prolonged engagements, such as against abyssal creatures and hostile submarines. The example shown has three detonators loaded with fixfoam grenades. One is fired each time the water level in the room rises above a specified level, and an indicator light goes off to show which one has been used. A cooldown timer between firings gives time for pumps to catch up and reduces wasteful detonations on floods that have already been brought under control by a previous activation of the system. A "Reset" button allows the system to be rearmed after it is reloaded. Feel free to adapt it to your own use. Shoutout to the Endworm for "inspiring" me to come up with this system.
The Tubb
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"A more cozy form of submarine, designed to keep its crew from losing their minds. Fitted with multiple bunks and cheery, vintage colours, this submarine supposedly makes anything feel like a walk in the park. Whether your doctor has gone insane, the security has fallen asleep, or the engineer is chasing someone, you will always find a spot to lie down, relax, and forget you are in a floating madhouse below the surface of one of Jupiter's many moons. We proudly present our gift to you, The Tubb." =========================================================================== Heyo! So, this was the first sub I ever made, probably about a year or two back? It's been fermenting in my files for very long, and I didn't even wire it until a couple of weeks ago. (Thanks to tulpa for teaching me, by the way!) Because it is the first sub I ever made, be aware that it is entirely experimental in every single aspect, as well as based only on the specific playstyle of me and my friends. This was the result of me entering submarine editor for the first time, ages back, and just seeing what I could get away with in terms of functionality and aesthetics. Therefore, you may occasionally find yourself scratching your head. However, I did build it with the philosophy that it should be easy to navigate, so I reckon that'll balance any oddities out. Either way, with that said, for those of you who would like to know more about this sub, let me list the features of this ship, along with some general information! PS, stats and quirks are at the very bottom. =========================================================================== 1. To make this ship as hard to get lost in as possible, I tried to make it small and compact. It has as few separate rooms as possible, and things will generally be fairly close to each other. Some rooms serve multiple purposes, like the crew quarters, which secondarily serve as cargo storage. However, because of this compactness, some things, e.g, periscopes and diving suits, will be scattered across multiple appropriate rooms. So, here are their placements, in case of any emergencies. Diving suits: There are 5 diving suits in this sub in total, if you play without mods, that is. Two of them are PUCS, located in the armoury. The other pair are combat suits, located in the main airlock, and there is one abyss suit, located in the Captain's personal mini armoury. If you play with EK Utility, there will also be two diving suits in the two lockers, down in the reactor room, intended for easy access for the mechanics and engineers. As for the periscopes, the story is mostly the same. There are six periscopes in total. Three of them are in the armoury, operating a flak cannon, railgun, and double coilgun, located at the top, bottom, and back of the ship, separately. There is one in the Captain's private armoury, which operates a chaingun close to the nose of the ship. And finally, there are two more periscopes in the crew's quarters, protecting the upper behind and upper front of the ship, with one pulse laser, and one more chaingun. =========================================================================== 2. Further efforts I made to make it easy to navigate: colour codes!... kind of. To make it harder for you to get lost, I tried to make each room stand out as much as possible, in order for you to remember them better. I say I colour coded them, but it's not really that organized. Either way, here are the rooms and their colours. The crew quarters and cargo room are one and the same, and they're coloured in black. In here, you've got storage for eight crates, you have two periscopes, and a vending machine for smaller emergencies. Additionally, you have personal cubbies for up to six crew members, though these can only have 3 items each. If you have EK Utility, there is a label machine in the loose panel above the bed, which you can use to label the cubbies and their owners. To the right of the crew quarters, you'll find the navigation terminal. This room is a desaturated green. Not much exists in here, except a bed for medical emergencies, a locker with the bare basics, and, of course, the navigation terminal itself. To the right of the navigation terminal, you will find the nap room. This room serves no real purpose, except for, as the lore suggests, to lock yourself in, should things go south. In the floor below, on the left, there's the Med-Bay. This room is a more saturated green. It's got a surgery table and a variety of toxins and medicines. If you've got neurotrauma, there are some items in there exclusive to it, but it should be fairly equipped even in base game. Below the Med-Bay is the medical fabrication room, which is also green. To the left of the Med-Bay is the Captain's quarters, with some storage and whatnot. This, along with the other captain-related room, is blue. To the left, again, there is the captain's armoury with more storage, and beyond that, there's the oxygen generator, along with a little more storage. From the captain's quarters, you can drop down into the armoury, and also into the reactor room, both of which are orange/yellow. However, this is the only entrance to those rooms. In the armoury, you'll find three periscopes, but no handheld guns. In the reactor room, you'll find the sources of all the power in the game, and also a hidden passage to the ballast pumps. At the bottom floor, aside from all the other things I just listed, you will also find the main airlock, which is red. This has got some diving equipment, but the lockers in there are not completely full. They only have enough supplies for about two people. You've also got the aforementioned medical fabrication room, but also a general fabrication room right behind it. The hallways are all short and stacked on top of each other, so you hopefully won't be able to disorient yourself. =========================================================================== CONGRATS! You've made it to the end of my speech! Below are some quirks that don't get in the way, but may confuse you if you're not aware of them. The ship takes a little longer than expected to power itself up. While trying its best, it'll make electrical crackling and hissing noises. This may sound concerning, but, weirdly enough, it isn't. Once the crackling and hissing stops, the engine will hum, and there should be no more electrical disturbances. The ship probably just needs some encouraging... it's probably just a little shy, that's all. Doors are not automated, due to a personal preference. I was tired of getting bonked in the head, heh. The engine is separate from the rest of the ship, resting in its own little shell. You need to pass the main airlock to get there. Tools to repair it are under the stairs in the engine room. This was an experimental thing, but I've ended up liking it. Repeating this once more to avoid confusion: The ballast pumps are hidden in a secret passageway below the nuclear reactor room. You'll need to climb the ladder and crouch to get there. AI knew this, last time I checked. ............................................................................................................................................................................................ STATS: Top speed, horizontally, by default: About 54kmph. Top speed, descent, by default: 12kmph. Top speed, ascent, by default: Seems to be 20kmph.
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