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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.
Kirstu FIX
door 76561198049151760
An A-class submarine with a separate command section separated by a monorail car. Has a scouting drone, and impressive speeds.
Cityscape - Salthane America
door 76561198355533892
Original ship is Better as i just shoved shit into it to construct this Original https://steamcommunity.com/sharedfiles/filedetails/?id=1892408399 America variation has MOAR guns to express your 2nd Amendment In this hellish aquatic city.
TL-SS Anadyr
door 76561198004839400
Built for the deep divers RP server. The Anadyr is a joint project of multiple investors, interested in expanding the humanity's presence of Europa, the biggest of which is the Terran Logistics company, who provided the drydocks and the TL designation to t
Trout
door 76561198041091890
A mid sized ship that is compact enough to move freely while still having reasonable armament and small shuttle for away team missions. The shuttle has no oxygen of its own so use masks.
Never Kicked On Join
door 76561199417978124
A small client-side mod that tries to prevent some common disconnects and broken late joins in Barotrauma. In simple terms: if joining an already running round normally leaves you stuck, throws sync errors, or kicks you because the client is missing an entity/resource, this mod attempts to recover instead of immediately giving up. Just install it and leave it enabled. There are no settings you need to configure. REQUIREMENT: LuaCsForBarotrauma is required. In LuaCs settings, set Are C# Mods Allowed to Allowed or Prompt. If C# mods are disabled, this mod cannot run. WHAT IT TRIES TO FIX: * Infinite/stuck loading when joining a round already in progress. * Some entity synchronization errors during late join. * Some disconnects caused by missing LevelResource/entity data on the client. * Certain broken mid-round synchronization states. This is not a universal anti-kick mod. It will not bypass server bans, authentication failures, version mismatches, intentional server kicks, or every possible networking problem. DISCLAIMER: No guarantees are provided. The mod may fail to help, may stop working after a Barotrauma or LuaCs update, and may cause unexpected behavior on servers with unusual mods or networking changes. Use it at your own risk. This mod was made to solve a specific problem I was having. I do not plan to actively maintain or expand it. If it breaks in the future, assume support is limited or nonexistent.
Jade's Medical Overhaul
door 76561198385283844
Are you too inexperienced to use Neurotrauma, but still want a more advanced medical system than vanilla? Do you want opiates to not be the cure all for everything? Well, you've come to the right mod. Yappy description below, if you don't care just look at the images and that expains most of the mod. I got really bored with the vanilla system a while ago so I figured I'd incorporate a very basic level of surgery and more medical niches into the game that gives medics both a frontline and a backline role. ALL DAMAGE BASED AFFLICTIONS DO NOT HEAL ON THEIR OWN. You are now punished a bit more for taking damage, due to treatments reducing your overall HP the more you are performed on. This internal damage can be healed with time, rest, and proper dressing, or healed by an outpost doctor. Normal affliction based damage will heal significantly slower in beds, so they should be used for minor injuries. Blunt force trauma now heals very slowly, so being knocked around by the submarine's maneuvers can in fact, be walked off. Now the elephant in the room: What about my best friends, Morphine and Fentanyl? Well, now they actually function in a way that makes a little more sense; They now serve as true painkillers. If you inject opiates into yourself before a fight, you will receive bonus temporary health that scales with the amount of opiates in your system. Be careful though, that damage you received will slowly take effect as the opiates wear off. Get to a medic, fast! As for medics, a well trained doctor can use opiates to sustain the life of a downed patient as they perform lifesaving surgery. However, both forms of addiction are now harder to cure, as they cannot be cured by outpost doctors and no drug can cure addiction. Opiate and chem addiction decay way slower, as I tend to notice that people have an easy time dealing with it. They are now a very dangerous downside to abusing the stronger drugs at your disposal. Overdose now drains significantly slower to make it a more present threat when consuming opiates. Under most circumstances it has a linear relationship with the Opiate affliction, though it may become separated as you become addicted. Naloxone has been reworked to cure overdoses through causing withdrawal. Methadone has been introduced to moderately decrease withdrawal over a lengthy period. Husks have been... Tweaked. They're now extremely difficult to kill via conventional means, and it is not recommended to do so either. You might be able to render them unconscious for a very long time, but unless you confirm your kills, they will get back up. Because of this, I recommend disabling enemy health bars for this mod. And on the topic of husks, the infection is much slower to develop. However if you allow it to do so, it will be much more difficult - if not deadly to remove. Cultist transport missions may be easier due to this. When infected, your parasite will fight to keep you alive if you are infected enough. This will weaken the parasite in the process, being a potential way to extend your life in the event of no antibiotics. However the stronger your parasite gets, the more risky it would be to stay infected... Keep a doctor with Calyxanide near. They can save you even while convulsing on the floor now. Calyxanide is not a magical cure anymore. As per lore, you need to repeatedly dose yourself over a period in order to weaken and eventually render the parasite dormant. From there, a surgery tool could be a potential option to remove it. If you become infected, you have a short window of time to administer antibiotics before the parasite develops. If this does not happen, things get more difficult. Fear husks. Don't get bit. Oxygen deprivation is now separate from simply suffocating. It takes a little while to heal, but does so naturally. Wearing an Oxygenite diving mask or injecting Liquid Oxygenite can speed this up. Poisons are now *actually* good for combat use. Though, they don't last forever either. Cyanide's TTK has been improved slightly, incapacitating a human in about five seconds. Its price is a bit higher as a trade. Morbusine is more like a venom, that causes respiratory failure and eventually suffocation. Not exactly combat efficient, but still kills rather quickly. Paralyzant does not magically last forever anymore, it can render a creature immobile for quite some time but they will eventually recover. Sufforin is unchanged, it does one job and does it well. Arrythmia and Heart Attacks are now possible. Despite what Hollywood has shown you, a Defibrillator does not work if there is no pulse to defibrillate. It is used to restabilize the heart before it escalates into Asystole. Adrenaline is what is capable of restarting hearts, though close attention will need to be kept, as this does not treat the underlying symptoms and another heart attack is possible until it stabilizes. This mod isn't compatible with any other medical mods as far as I know and any modded medical items may be cheating this mod as they will ignore the medical system I have in place. If you plan on adding anything, I would recommend setting the stats manually so they better suit this mod. Easy process of determining whether a mod is compatible: Does it override any vanilla medical item or affliction? Yes? Not compatible. Does it override husk characters? Yes? Not compatible. (I have patches for this, keep scrolling.) Does it add a new medical related item? Yes? It may work as intended, though depending on stats may be powerful in the context of this mod. Does it add a new gun, affliction, or otherwise some other new item? Compatible. I'm not gonna answer the same "is x compatible" questions over and over again. I'm going to delete those comments outright, being honest with the community. So, let's get the super common ones out of the way. Yes, Real Sonar is compatible without a patch. Yes, Soundproof Walls is compatible by extension. Yes, DynamicEuropa is compatible. Yes, Hungry Europans is compatible with a patch. Yes, Enhanced Armaments is compatible with a patch. Yes, Baroverhaul is compatible. However, a patch will likely be made once her next update drops that will slightly change the meds Noire introduced involving genetic instability. Yes, Hunter's Husk Job and Chimera Remake are both compatible with patches. A separate patch is available if you choose to combine all three of these mods. No, Neurotrauma is not compatible, as this mod is very intentionally a halfway point *between* Vanilla and Neurotrauma. Mixing these two mods would be a conflict of interest. Install Neurotrauma instead. I have no idea on how to make this compatible with Barotrauma 40k. Alpharius, if you want me to make a patch DM me and we'll figure it out lol. In conclusion, this mod intends to increase the intricacies of medicine under the europan ice, while not necesarily making it more difficult to understand. It follows the same vanilla loop of "X cures Y, but might cause Z." Patches Many are available on my profile, but Steam threw a hissy fit when I tried to post them here. Check the Discussions tab for links. Credits Most featured item sprites are from Neurotrauma, by Guns. Syringes system and sprites are from the Barotrauma 40k mod, by Alpharius. None of the sprites featured in this mod were designed by me, and I do not claim that I have any ownership of said sprites. I merely threw the code together and thought of the overarching idea. Some item descriptions are not correct, and there is currently no language localization. I'll get around to making English localization when I get the motivation and work on other languages from there.
[EA-HI]轻量化木萌(TSM拓展)
door 76561198404582869
添加了木萌服装的作战强化版本,在加工台合成,还有木萌材质的插板防弹衣
ATK-89L "Eel"
door 76561198106168592
An ATK-89L "Eel" attack submarine. Essentially an updated ATK-89 "Sardine" constructed with an elongated hull in order to accomodate an armory and new crew quarters for better endurance during long-term missions. The motion detection system is fully functional. Original is here: https://steamcommunity.com/sharedfiles/filedetails/?id=2847437196
Parasrat Poop Editor
door 76561198423485814
Wonderwall Guitar
door 76561198868614977
I noticed one of the guitar riffs sounded a bit familiar so I did what seemed necessary.
Pulser
door 76561198082916986
Tier 3 scout Horizontal 25 vertical 19 Cargo 16 crew 3~6 Turrets Left and right x 3 Entering a direction in the chat will switch to the corresponding turret. (Mainly clock position indication) You can switch turrets while looking through the sights. Radio chat list 2~4 → turret01 5~8 → turret02 9~1 → turret03 2-1~3 → turret 02 switch 3-1~3 → turret 03 switch control01 → Clock position indication at seat 01 control02 → Individual operation of seat 02 control03 → Individual operation of seat 03
UNSC Paris Heavy Frigate
door 76561198027911005
Command your own Frigate through the waters, this ship has all you need to go on the attack as well as transport supplies and personal to other outposts. The ship is equiped with a medical bay situated in the top prong seperated into three sections. -Treatment -Research -Containment Security has its own station below Medical, centrally located, not only controlling all external weapons but also controls to the internal cameras and weapon storage. Storage, the barracks and the brig are located in the bottom prong in the order listed. Fabrication, Reactor, and Engineering are all located in the aft of the ship for ease of management. Command, while exposed at the top, has full view of all external sections of the ship with use of external camera station and monitoring station for viewable damage reports. If a problem arrises that the reactor must be shut down they have control to do so at the helm and if they wish to also participate in the action, have full control of the depth charges from their stations by pulling on the levers. Armed with: Coil Guns x6 located top, bottom and aft Rail Gun x1 (MAC) Front Facing Depth Charge x2 Captains be advised, while this frigate is heavily armed she still has a blind spot between the prongs. However while this is the case, with good communications between the gunners and quick thinking on the helmsmen part this should cause little issue. With the ships security being centrally located on the vessel any who board should be easily intercepted by the on board personal. Safe travels Captains Based on the UNSC Paris Class Heavy Frigate featured in the Halo series. If you find something is broken please let me know and I will try to correct the issue.
The Disciple (class)
door 76561198450677214
A custom Church of The Husk cultist class that leans more into the flavor of the church and its backstory. *I am currently working on the workshop page to give more information, this class is fully functional, it acts as a doctor role primarily but can be played as both a stealth poisoner and or a support aoe buff class. If you find a bug, or a feature that seems underpowered or overpowered, leave a comment and I'll see what I can do. Known Bugs - Clear functions without needing a charged stun baton. - Disciple doesnt apear on sonar/status monitor (no idea why, may take a good bit to fix) - O'Death doesnt work on outpost guards if outpost isn't hostile
SM-13
door 76561198287116134
WARNING: This sub is being slowly changed overtime, as to make it more possible to actually use, since you'll likely die the moment a hammerhead notices you. Use this submarine at your own risk. Welcome to the SM-13. A Submarine that you should not be using at all. Using this one manned welded shut coffin should be the last thing on your "to-do" list, but if you clicked on this mod, either you were intrigued by the weird thumbnail, or you know what you are getting into. Although more than one player can be in this submarine at once, it is recommended for one person only. A few bits of info: - The Hull has roughly 2.5x more Health to compensate for lack of major defenses. - The Hatch has been set to invulnerable due to the lack of diving suits. (This is mainly due to the rapid flooding that would occur from the hatch breaking, causing almost instant death with little prevention.) - You cannot use the Active Sonar (I increased its power consumption to an excessive amount, and put the power through a relay) - Obviously, you don't control the sub via the Navigation Terminal, but via multiple switches and levers. - The Engine uses less power and produces less force. - The Reactor produces 5k power max, and consumes fuel at half the typical rate. (Plus it makes significantly less noise, not like it matters, the engine is still loud) - You may need to weld the ballast hull through the floor above, if this is to stop working at all in later versions of the game, I might update it. There might be more, but nothing else is coming to mind. A Small bit of testing has been done on this submarine, just enough to prove that its capable of making it from the start and end of a level without deaths or cheats.
虾の大型工具箱(自用)
door 76561199526994290
一个大型工具箱,拥有30个格子,可以放入双手武器与潜水服。 可手持可放入物品栏打开,配合36堆叠模组使用更佳 如果无法加载mod,可以尝试删除游戏根目录的config_player.xml与settings.xml,这有可能导致您的游戏设置与lua重置 贴图出自tsm手提箱
Traitor Campaign Tweak Package
door 76561198178268613
Improved Riot Shields
door 76561198385283844
This mod changes the Riot shield from 75 to 150 health, and changes the Moloch Shell Fragment from 180 to 300 health. Nothing else.
Barolit
door 76561199090133300
Аванпост с движком. Есть защищенное ЯДРО - Ядерный Дежурный Регуляторный Отсек, откуда осуществляется управление судном и внутренними турелями. Имеет ангар для боевой подлодки первого тира типа Barcot Цена: 38.000Мк Тир - 3 Экипаж - 12/16 Склад на 36 ящиков Выработка реактора - 20к кВт Скорость Горизонтальная/Вертикальная - 23/19 (км/ч) Оснащение: 4 тяжелые турели, две цепнушки и 5 магниток внутри отсеков для отстрела клоунов
Neurotrauma version 1.0.2
door 76561198249267376
Neurotrauma pre 1.10.0 update . This version works without the issues in the current version.
R-29-A1 Salvager MrBeard 打捞者胡子先生
door 76561198057374127
木卫二上聪明的老船长把一艘R29改造成了捕捞船 强大的深海探照灯照亮了海沟的每一处缝隙 三门速射88mm炮为撬开沉船舱门提供有力帮助 共轴主炮可以发射电磁枪或双击发射轨道炮 先进雷达让打捞作业更加安全警觉 The clever old captain on Europa transformed an R29 into a salvager Powerful deep-sea searchlights illuminate every crevice in the trench Three rapid fire 88mm guns provide powerful assistance in prying open the sunken ship's hatch The coaxial main gun can fire railguns or double-click to fire cannon Advanced radar makes salvage operations safer and alert to salvagers
Immersive Repairs - Polish Version
door 76561198196761497
Enabled Regular Packages: - Immersive Repairs - Polish Version - Immersive Repairs
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