- Mody
- /
- Barotrauma
Mody i pluginy do Barotrauma
Ten katalog zawiera 82 000+ projektów Barotrauma ze źródła Steam Workshop. Wpisy mogą być serwerowe, klienckie lub wymagane po obu stronach, a także obejmować mapy i inne treści użytkowników. Przed instalacją sprawdź podlinkowaną stronę źródłową, wersję gry i zależności.
Revive Bots - Endless Crew Respawns
przez 76561198116783676
A small mod for your Barotrauma Campaign which allows Bots to respawn the next round after they have died. What does this mod do? Revives dead Bots after each level transition and applies your prefered punishments on them. Current options are - A kind of 'Reaper's Tax' called 'Bug Burden' - A permanent skill loss, just like the skill loss players recieve - The removal of genes in their genesplicer - Preventing bots from transforming into husks Customization Can I customize the mod? Yes! The mod adds a config.lua file in its folder. This file contains settings you can adjust yourself. You can also change these settings using an ingame command (F3) called 'changeReviveBotsSetting'. Changes to the config.lua file (Both manually and using the command) should persist, even after updates. If this is not the case, please report it here! You can edit the mod manually in '%LocalAppData%\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\3253027507' Keep in mind that changes to files other than config.lua will automaticly revert when the mod is updated! You can also suggest some changes in the 'Suggestions'-Discussion and maybe I will add the changes in the official release. How to use 'changeReviveBotsSetting' Open your console using (F3). There you have to use the following command: changeReviveBotsSetting <Setting> <Value> Current settings and their possible values and their default values are: Setting Possible Values Default Value Description loseGeneOnDeath true/false true If set to true, Bots will lose the genes placed in their genesplicer on death giveBugBurden true/false true If set to true, Bots will recieve 'Bug Burden' when reviving enableSkillReduction true/false false If set to true, Bots will permanently lose some of their skill levels disableHuskTransform true/false false If set to true, Bots will not transform into husks after dying bugBurdenAmount 0-100 100 Changes the strength of 'Bug Burden' bots will recieve on reviving skillReductionAmount 0-100 20 How much their skill levels drop to their jobs default skill levels in percent Here are some example commands: - changeReviveBotsSetting loseGeneOnDeath false (This disables the loss of genes on death. Bots will respawn with all their genes. But only if their body is not destroyed) - changeReviveBotsSetting giveBugBurden true (This enables the punishment. Bots will recieve 'Bug Burden' when they revive) - changeReviveBotsSetting enableSkillReduction true (This enables the punishment. Bots will permanently lose some of their skill levels) - changeReviveBotsSetting disableHuskTransform false (This allows bots to transform into husks after dying again) - changeReviveBotsSetting bugBurdenAmount 50 (This sets the amount of 'Bug Burden' the Bots recieve to 50. Now Bots will recieve 50 instead of 100 'Bug Burden'. But only if 'giveBugBurden' is also set to true) - changeReviveBotsSetting skillReductionAmount 80 (This sets how much skills the bot will lose to 80%. But only if 'enableSkillReduction' is also set to true) You have to have the 'ManageSettings'-Permission to use this command. The command supports the vanilla auto complete (By pressing TAB) if you have clientside-lua installed. Bug Burden What is 'Bug Burden'? 'Bug Burden' is a new Affliction created by this mod. It has multiple effects: - Decreases Vitality(The Health of the BOT) by - Decreases Movmentspeed by - Gives a Skill-Penalty up to half of the BOTs gained Skills These debuffs lessen with the strength of 'Bug Burden'. means: 'Bug Burden' of Strength 1 will reduce the mentioned stat by 10% 'Bug Burden' of Strengt 100 will reduce the mentioned stat by by 50% How do I get rid of 'Bug Burden'? 'Bug Burden' also gets healed slowly. It heals 0.028 per second. So the decreased Vitality, Speed and Skills will return after time passes. A revived BOT will be fully healed after ~1hour. You can also cure him at the Medical Clinic in an outpost. I don't like the way 'Bug Burden' works If you don't like its effects, they can be changed to your preference by editing the 'Afflictions.xml'. Keep in mind that all changes to the mods file will be overwritten the next time the mod updates. Other Information What happens to their items? Bots that revive will spawn with all the items which are left in their corpse. Just like genes disappear when a player dies, genes are removed and deleted upon the respawn of bots, if the bot had a gene splicer with genetic material in it.(This can be changed by following the steps mentioned above) In case their corpse is deleted (Eaten by monsters, turned into a husk, despawned after some time) the bot will NOT respawn with their items(Also their genesplicer). You'll have to take the items out of his corpse/dufflebag. It is recommended to always safe their body when they die. In case their corpse is intact they'll respawn with all the items. And if not, you still have all their items in a dufflebag. My bot transformed into a husk and lost their items Due to how husk spawning works the bot is deleted when he transforms into a husk and cannot be revived using the old revive system. The bot will respawn with their default items and you can loot their items from the husks body. Requirements Mod requires Lua for Barotrauma to work. Multiplayer Hosts require Serverside-Lua. Clients do not require Clientside-Lua. It is optional but supported (For example for the autocomplete for console commands). Singleplayer Clientside Lua is required.(See Lua for Barotrauma Workshop page for instructions on how to activate it) Issues Open Issues When you take over a bot using /setclientcharacter and then switch back the bot you took over will be considered "dead" and will recieve all penalties you enabled for dead bots (Such as recieving "Bug Burden", losing Genes and skill reduction.) Recently Closed Issues Thanks to quqg the bug that caused newly hired bots to recieve all penalties in singleplayer, is fixed now. This issue was caused because the new bench mechanic conflicted with the new hires. Thanks to naganong the bug that caused reinstated bots, which were previously benched, to be considered dead instead of a new hire, should be fixed now. Thanks to One4ae4ek the bug that caused the mod to crash when a bots body was destroyed, should be fixed now. This issue was caused because Barotrauma changed how job specific items were given to new bots.
Immersive Crates - Mod Crates Compatibility Patch
przez 76561198044041937
Info: Extends the functionality of Immersive Crates to crates from other mods. Small info about the "Radioactive Material Storage Crate" from Hazardous Reactors: It is now changed to only allow opening it with your "USE" button while it is on the ground to support Enhanced Reactors gameplay compatibility by preventing putting fuel rods per drag and drop directly from the reactor into its inventory, forcing you to make use of fuel rod tongs and hazmat suits. Currently Supported Mods: - DynamicEuropa - Enhanced Reactors - Hazardous Reactors - Neurotrauma Upcoming: - Neurotrauma Add-Ons Load Order: - Immersive Crates - Mod Crates Compatibility Patch - Immersive Crates - Any of the supported mods
FDF-Vortex
przez 76561198172545777
The Vortex is an attack vessel engineered for rapid response, designed to be tough and capable of safely deploying a small strike or dive team. Armed with multiple turrets, it can provide heavy overwatch to deployed troops, clearing a safe zone for extraction. Brought to you by Frontier Shipyards! Stats: - Class: Attack Tier: 2 - Price: 16500 mk - Recommended Crew: 3 - 5 (more if you want a proper strike or dive team) - Horizontal speed: 28 km/h - Vertical speed: -19/18 km/h - Size: 26x7 m - Cargo Capacity: 20 Crates Most shuttle shells have equal HP to regular ones (nothing above 200HP, of course, don't you worry) Features: - Engine Boost | Boosts your engine speed to 50 km/h (works only horizontally). During this time, discharge coils will stun most of your enemies and drain your supercapacitors. - Power Distributor | Allows you to precisely choose which systems receive power and which don't. You can also select which docking port outputs power and which one charges your batteries (red means power out and green power in). - Ballast Maintenance | Lets you strategically turn off specific ballast pumps for easier ballast flora removal. - Text Displays & Light Indicators | Submarine features numerous text displays and light indicators providing valuable information, such as current depth, power load, or ballast tank maintenance status. - Exposed Relay | Here, you can wire up anything you want and turn it off if need be (connected to "Systems"). - Lockable Doors and Hatches | Most doors and hatches can be locked; a light indicates if the door/hatch is locked (red) or unlocked (yellow). AI can't open locked doors. - Condition 1 | If any room except for ballasts and airlocks becomes flooded, all ship's interior lights will automatically turn red, and depending on which room is flooded, triggers an alarm alerting your crew to said room. You can manually trigger it via a lever near the navigation terminal and deactivate it once no room is flooded. - Lights Panel | Allows you to customize the color of your lighting without affecting other color modes (RGB). - SERR Kits | Spread around the vessel, these kits contain either a diving mask, a welding tool, a small amount of medicine, or firearms in case of emergency, such as your vessel being boarded by intruders or in case of a hull breach. Marked with a red arrow (SERR: Survival, Evasion, Resistance, Restoration Kit). - Exterior Cameras | They are accessed through a periscope in the command room; cycle through them by Left-Clicking. - Top Docking port hatch | Can be opened or closed; automatically closes after five seconds. - Moon pool + Bottom docking port | The Moon pool features a conveniently placed docking port for securing your vessel to other vessels and inserting a strike team if need be. - Fabricators | Submarine features a fabricator, deconstructor, and medical fabricator. - 5 Diving Suits | All suits refill oxygen. Weaponry: - 1x Fixed Railgun (Right) - 1x Pulse Laser (Bottom Right) - 2x Chaingun (1 Top, 1 Bottom) - 2x Discharge Coil (1 Top, 1 Right) - ?x Dive Team (Sadly not included) 𝗙𝗘𝗘𝗟 𝗙𝗥𝗘𝗘 𝗧𝗢 𝗖𝗢𝗠𝗠𝗘𝗡𝗧 𝗦𝗨𝗚𝗚𝗘𝗦𝗧𝗜𝗢𝗡𝗦 𝗔𝗡𝗗 𝗕𝗨𝗚 𝗥𝗘𝗣𝗢𝗥𝗧𝗦
Malborasek
przez 76561198044963948
Cigarettes and cigarettes pack from legacy version of Barotrauma Extended (without sound) Ah malborasek. Kiedy ostatnio miałem cię w ustach?
Shreksophone
przez 76561198003030559
*Sounds of sexy ogre* Buy it on any outpost just like any other instrument!
Animated Arms: Adaptive Combat
przez 76561198948964943
This mod is a true extension of your combat and other capabilities in Barotrauma. Inspired by Guns Enhanced, this mod adds a lot of new, detailed weapons and armor, and implements adaptive mechanics and extensive animations for everything possible. Thanks to this, combat becomes more dynamic and realistic. You will be able to throw melee weapons, hide in lockers for survival, feel pain from gunshot wounds, and use a host of other innovations that allow for flexible adaptation to any combat situation. It is fully compatible with Enhanced Armaments, Guns Enhanced, Deep Sea Warfare, and Neurotrauma. Boosty - https://boosty.to/vtol_ru Note: It is recommended to install this mod together with Neurotrauma and it must be placed higher in the mod load order. Key Features: - 🔄 Dynamic Reload Animation: Every weapon has a full reload animation, making the process more realistic. Furthermore, for most weapon types, the animation speed depends on the weapon proficiency skill. - ⚙️ Weapon Durability System: Found weapons have varying durability: Separatists' weapons are usually heavily worn, while the Coalition's are in better condition. At low durability, weapons start to jam and misfire. Durability loss accelerates in water (except for underwater weapons), and weapons left in water slowly rust. Weapons can be repaired at a fabricator. - 💧 Unique Water Mechanics: Non-underwater weapons lose effectiveness underwater. Choose your gear wisely for underwater missions! - 🎯 Aim Carefully: Weapons have no default crosshair; you will need to aim by feel, relying on instinct and experience. A crosshair only appears when a laser sight or optical sight is installed. - 🛡️ Armor System Rework: This mod reworks all standard armor and adds new vests and helmets, making them more important in combat. Various types of armor plates have been added, and different weapon calibers have different armor penetration values. Tactics and the right choice of gear are everything! - 👤 Helmets with Mechanical Visors: Nearly every helmet is equipped with a mechanical visor that can be raised or lowered depending on the situation, providing a flexible balance between protection and visibility. With the visor raised, you can use additional equipment: gas masks, NVGs, etc. - 💥 Ballistic Trauma Effect: Shot targets experience screen shake, blurred vision, and worsened aim, giving the attacker an advantage. Pain effects are active and require analgesia for treatment (only works with the Neurotrauma mod enabled). - 🛠️ Weapon Customization System: Customize your weapon with accessories such as sights, suppressors, flashlights, and more. - 🔫 The mod adds a fire mode system dependent on the weapon: - Semi-Auto - for precise long-range shots. - Burst Fire - 2-3 shot bursts for recoil control at medium range. - Full Auto - for close quarters and suppressing fire. - 💣 Animated grenades with new mechanics and realistic shrapnel. NPCs now use grenades too — take cover and watch your step! - Short Press (E) - Pick up the grenade. It will not explode while you hold it. - Hold (E) - Pull the pin and start the timer before throwing. Additional Lua Features: - Multi-function interaction menu for the character on the N key (Not reassignable) - Quick weapon draw from belt on Q key (Can be reassigned in the game's control settings menu - the "View Inventory" button) - The mod also adds a prone stance mechanic: Hold CTRL and double-tap S to go prone for maximum stability, reduced recoil, and spread. Hold CTRL and press W to stand up. (Not reassignable) Quick Guide to Installing Client Lua: Other: - Compatibility Patch for Dynamic Europa - Stable Version for Campaign, etc. - Mod for additional music. Credits: - Original Author: Enhanced Immersion
Eel
przez 76561198048024132
A submarine designed to be maneuverable by three crew members. The Eel is nonetheless equipped to accomplish its duty.
[EA-HI]Animated Barotrauma Lite
przez 76561198986988532
-IMPORTANT- - This mod is the lite version of 木卫二萌化计划 made for those who want nearly-vanilla game experience. - If you like my work, please rate it, that means a lot for me, thanks - here is the mod's discord : https://discord.gg/rYFVCDNaxn - If you like my work, please can support me here! -Content- - Overrided all clothes, diving suits and human body of the game -Compatiblity- - NOT compatible with other animating mod like EW++ - compatible patch with neurotrauma (ONLY FOR THIS MOD) https://steamcommunity.com/sharedfiles/filedetails/?id=2853393887 -Preview-
[Old] EK Reliant Mk-VI
przez 76561198059085511
Reliant Mk-VI Advanced General-purpose Vessel Updated to support campaign A mainstay patrol vessel designed with an emphasis on versatility and reliability. Low maintenance and streamlined system operation allows the ship to be run with a very small crew if needed. It has facilities and provisions to accommodate a relatively large crew on long patrols without resupplying. Role: Attack (Military & Deep Exploration) Price: 10,000 Mk Recommended Crew: 6 -10 Size: 61x13m Vessel Strength: High Vessel Maintenance: Minimal Recommended Difficulty: High Recommended Crew Experience: (Any, Intermediate) Notable Features: - Virtual helm command interface - Standard issue armored hull - Docking-port security lock system - Crew canteen/commons area - Two fabricator units - Automatic drain hatches - Artifact containment and neutralization bay - Armory locking and alarm system - Large reserve ammunition storage Weapon Systems: - x2 Railgun - x4 Coilgun - Depth Charge Launcher - Discharge Coil
Withering Souls Overhaul
przez 76561198135428264
Let me know about any bugs you find via the Discord server or Steam comments. To start the cult gamemode, spawn a chosen player the item "Dense, Mildewy Tome". They must hold right click to read it, and will then become the cult leader, known as the Messenger. At least 8 players recommended for best experience! Some notable inclusions: Prophets of the Breathless Tide - A mysterious cult which believes that becoming a zombie doesn't kill you, but rather stores your mind in the afterlife to be restored when their goddess is freed from the Eye. - Structured with the death-defying Messenger at the head, followed by their disposable, devoted Prophets who can keep the heat off of them or take the fall when needed - Able to convert any crewmember who partakes of their sacrament, by way of a conversion ritual - Must steal items from around the ship in order to fuel their occult activities and create their special equipment - Capable of commanding powerful rituals, which could bring your crew to ruin if left unchecked - Ignored by zombies entirely, immune to Festering Neuropathy, could be any of your crewmates - Tasked with performing a series of rituals which will, at their Abyssal conclusion, erase all life in the area - To do a Ripple, a Prophet or Messenger must hold a cult tome in the Open state and stand in the visible, circular radius - Prophets must periodically refresh their Attunement, used for their abilities and rituals, at their cult fabricator. - If a Prophet runs out of Attunement, their blood will begin sublimating out of their head! Face coverings can conceal the smoke, however. - A Prophet out of Attunement can be deconverted through handcuffing, and application of controlled shocks until the red gas stops pouring from their face. This does not prevent re-conversion! Festering Neuropathy - Festering Neuropathy is the main infection propagated by the cult - Festering Neuropathy zombies will lunge at you, physically grabbing on and trying to gnaw into you! If you get caught by more than one, you are not getting out of there unscathed. Be careful on ladders and platforms, they sometimes demonstrate small bursts of frightening strength! - If a zombie gets a hold of someone who is in critical condition, it will often refuse to let go of them until they bleed out. They also tend to slowly drag the poor bastard away! - Bites are guaranteed infection, but not every attack is a successful bite, or successful at all - Infection has visual "tells", specifically trembling with no cause that worsens the further along the infection is. - Festering Neuropathy is treatable with Husk Infection Resistance or Psychosis Resistance before the terminal stage (~100 strength), after that point your only hope is paralyzing the patient for an extended period of time, do not cure the paralysis until the tremors stop completely - Mercy kill anyone infected, they'll definitely stay dead! Hadal Rot - Presents as a black smog, and rarely encountered in the wild. - Extremely difficult to treat, requiring antibiotics to slow the progression down enough for full paralysis to keep it from progressing to the fatal stage. - Once infection is halted, you must inject some form of poison (Cyanide, Sufforin, Morbusine, Deliriumine) in order to reverse the infection. The effectiveness of the treatment depends on the danger posed by the poison used--Deliriumine leaves numerous lasting bodily defects, while Sufforin or Cyanide would leave very few. Be sure to apply an antidote for the poison before it kills the patient! - If left untreated, patient will quickly die, and reanimate as a hostile Ghoul. - Ghouls can mutate into various different forms, if they had certain chemicals in their bloodstream (Hyperactivity, Slow Metabolism, Combat Stimulant, Vigor). These mutant Ghouls are horribly dangerous to the crew. - Fractured reports have come in of fragile Ghouls with "knives for hands" that can supposedly tear through heavy armor, or lanky Ghouls with the ability to "stare laser beams" from their eyes. Credits - Laserman (Ghoul textures, PBT clothing/armor textures and mace) - CreaosisSquared (Campaign Events, Outpost Events) - Sydwad (Some item logic which basically taught me how to make items) - Various People on freesound.org (Many sound effects) - No More Room in Hell (Zombie biting sounds, Hadal Rot infection music) - Project Zomboid (Zombie scratching and biting sounds, door smacking sounds) - Dead Space (Festering Neuropathy Zombie Vocalizations) - SCP: Unity (Hadal Rot Ghoul breathing) - Space Station 13 (Various PBT sound effects) - Space Station 14 (Confirmed PBT ambience, Final Freeness background music, A New Dawn) - Probably other sources I'm forgetting! (Please let me know if you recognize any sounds I haven't mentioned yet) - washedAwry (Nearly Everything Else)
Halo Weapons(UNSC)
przez 76561198451913851
Halo Weapons(UNSC) The First part . Content: Ⅰ. Weapons 1. Light Weapons - M6H2 pistol - (New*)MK50 Sidekick - M7 SMG - (New*)M20 PDW - M6H2 Tactics Type1 - Recurve Knife*2 2.Conventional Rifle - MA5D Assault Rifle - MA5B Assault Rifle - (New*)MA40 Assault Rifle - (New*)VK78 Commando - (New*)BR75 Battle Rifle - BR85HB SR Battle Rifle - M392 Designated Marksman Rifle - (New*)M395 Designated Marksman Rifle - SRS99 Snipe Rifle 3. Heavy Weapons - M45D Tactical Shotgun - M45E Tactical Shotgun(Magazine Mode) - M739 LMG - (New*)CQS48 Bulldog 4. Special Weapons - M41-SPNKr Rocket Launcher - Asymmetric Recoilless Carbine-920 - M6 Sparta Laser - M319 Grenade Launcher - (New*)M363 Sticky Detonator - MLRS-1 HGL Ⅱ. Item: ①UNSC Ammunition Supply Box:You can replenish the empty magazines of some UNSC weapons and fill the empty magazines with ammunition. ②UNSC Ammunition Supply Box(Heavy):You can replenish the empty magazines of some UNSC SPECIAL weapons and fill the empty magazines with ammunition. (Replenish the ammunition through the processing table, and combine the empty magazine + the corresponding magazine supply box>>>synthesize>>>full magazine) ③UNSC Hemostatic Foam:Treat trauma and bleeding. ④UNSC Fluorescent Rod:Lighter sticks with stronger effects. ⑤Nemesis Tactical Nuclear Bomb(Default fuze time 125) This is a nuclear weapon used by the UNSC. It is designated as a medium-scale nuclear fusion destruction device with an equivalent of slightly less than one million tons. Manufacturer: Misria Armory. ⑥Beer:Excellent treatment effect ⑦(New*)M9 Grenade:The UNSC Standard Grenade. Ⅲ、Update: Beijing 2024/8/29 (machine translate) (1) Fixed the console red letter error caused by the lack of Target (2) Fixed the issue that the magazine ammo display of the ARC920 railgun was incorrect, and modified the ammunition supply system of the ARC920 magnetic railgun. Now you need to fill the ARC920 pellet into the magazine before placing the magazine in the weapon. (3) Fixed the issue that when the M319 grenade uses the UNSC grenade, the grenade cannot be triggered and detonated normally. (4) Fixed the bug that the detonator of the M363 sticky detonator gun was not deleted properly after it was detonated. (5) Fine-tuned the firing strength of M19HESC rockets, and now it won't start falling anytime soon. (6) I don't know why I forgot to add a few new weapons in the item introduction in the previous introduction. It's been added back now. (7) It shouldn't be updated much in the future.,Maybe I remembered it and came back to take a look.If there are any bugs, I'll come back and fix them.
Real Sonar Medical Item Recipes Patch for Neurotrauma
przez 76561198028120195
THIS MOD IS REQUIRED TO BE ABOVE REAL SONAR AND NEUROTRAUMA IN YOUR MOD LIST TO PROPERLY FUNCTION. This is a patch that makes the recipes for Real Sonar's skin graft & manna extract work with all the blood types that Neurotrauma adds. Neurotrauma adds multiple blood bag types, corresponding with real world blood types, and overrides the original untyped blood bag item into an O- blood bag. When combined with Real Sonar, that makes the skin graft and manna extract medicines require specifically O- blood to fabricate, instead of being able to use any blood bag that you find/buy. This patch changes the recipes for both the skin graft and the manna extract medicines to be able to use any blood bag type.
Immersive Repairs - NT Cybernetics Compatibility Patch
przez 76561198044041937
Compatibility Patch Patches Immersive Repairs items to be compatible treatments for NT Cybernetics afflictions. The following items from Immersive Repairs are affected: - Welding Torch: Repair "Bent Metal" - Welding Tool: Repair "Bent Metal" - Multitool: Repair "Loose Screws" Load Order: - Immersive Repairs - NT Cybernetics Compatibility Patch - Immersive Repairs - NT Cybernetics - Neurotrauma
Anomalous Artefacts
przez 76561198260494560
Europa is full of mysteries, some of which may be better left as such... Potential epilepsy warning. A standalone sub-mod of Enhanced Armaments which is meant to increase the near non-existent threats faced within wrecks and alien ruins, with an emphasis on the unknown. Originally this mod was only used re-adding the long removed strange items from EHA but now has a life of it's own. Scour and spelunk with caution Objects added from this mod are almost exclusively found within wrecks and alien ruins, all of which have their own strange and (almost always) hazardous effects on either people or even the environment around them. Secure, Contain, Profit The Anomalous Containment Unit is the primary tool used for housing objects that pose a significant hazard to anything around it, requiring it's own separate type of batteries to function (depending on the object, the power requirement may rapidly increase). These objects usually sell for a significant amount of money or can be deconstructed for valuable materials (or kept for more, nefarious purposes) Ancient Salvaging Most artefacts require a specific deconstructor, the Artefact Refinery in order to break them down into useful equipment, however some artefacts may be worth keeping around for one reason or another. Suggestions are more than welcome. (yes I say artefacts not artifacts, bri'ish moment) Credits: Miles: Lead QA tester Echo: for being themselves GSC Gameworld: some SFX & inspiration The SCP Foundation: (Heavy) Inspiration Orsoniks: Inspiration (the Scav Prototype guy) Barotraumatic Team: For getting the AE-011 actually working (and the brain moss lmao)
Unlimited Items
przez 76561198341266480
Unlimited Items Unlimited Railgun<--Click here. Added unlimited versions of most items, as well as individual special items. All the items of this mod can be crafted and deconstructed. Support Languages : Help me improve the languages translation - Simplifed Chinese - Traditional Chinese - English - Japanese - Russian - French (Thanks to - ̗̀ Milix ̖́-) - German (Thanks to EzBucks) If you have any suggestions, please leave here, thank you for your subscribe.
BOScore [Stop Updating]
przez 76561198157628895
已停止更新,不需要此MOD BOS系列模组核心组件(未安装可能导致部分模组无法使用) Please place this module at the top of the module list! BOS Core Components (Failure to install may cause some modules to be unusable)
Touhou Deep Sea Operation Team
przez 76561199185490840
模组将无限期延迟更新,暂时不会有任何相关的新内容。如有问题请留言。若想交流可加交流Q群:281714712 / 612456091 The English translation is being prepared with urgency! All rights belong to their original creator (Team Shanghai Alice). This mod is not for commercial use. MOD introduaction(WIP):https://trello.com/b/ABffmZRN/touhou-deep-sea-operation-team Maiden's praying— Equipment preparing— Operational personnel list: 1> Remilia Scarlet 2> Konpaku Youmu 3> Kirisame Marisa 4> Shameimaru Aya 5> Hakurei Reimu 6> Hieda Akyuu 7> Fujiwara Mokou 8> Patchouli Knowledge 9> Tenshi Hinanawi 10> Inubashiri Momizi 11> Komano Aunn 12> Flandre Scarlet 13> Yuuka Kazami 14> Houjuu Nue 15> Cirno 16> Clownpiece 17> Kawashiro Nitori 18> Komeiji Koishi 19> Alice Margatroid 20> Sunny Milk 21> Luna Child 22> Star Sapphire 23> Sakuya Izayoi 24> Kochiya Sanae 25> Udongein Inaba Reisen 26> Yakumo Yukari 27>Maribel Hearn 28>Usami Renko 29>Hata no Kokoro 29.5>Sakuraba Ema(Cross-content) 30>Lilywhite 31>Komeiji Satori 32>Inaba Tewi All systems ready, commencing dive— 其他联动/拓展模组 东方装束锁定补丁 https://steamcommunity.com/sharedfiles/filedetails/?id=3323637214 东方X神经创伤兼容补丁 https://steamcommunity.com/sharedfiles/filedetails/?id=3131525213 准星弹容显示(专门为本模组设计的弹容显示) https://steamcommunity.com/sharedfiles/filedetails/?id=3433215885 东方装备补强补丁(强化模组内武器和防具,减少游戏难度,但敌人武器强度也随之有所提升) https://steamcommunity.com/sharedfiles/filedetails/?id=3542487373 东方同人音乐集-森罗万象Part(完全兼容的音乐唱片集,不推荐在人数较多的多人服务器上使用) https://steamcommunity.com/sharedfiles/filedetails/?id=3144634249 魔法少女的魔女审判-樱羽艾玛(Cross-content Mod) https://steamcommunity.com/sharedfiles/filedetails/?id=3556996584 东方潜渊行动组Lua补丁(Added new items that require the Luacs pre-requisite.) https://steamcommunity.com/sharedfiles/filedetails/?id=3578631758 Note: Character outfits need to be purchased in the in-game store after diving! Character outfit synthesis is now available. Main Content: 1.Character Costume: 29 Characters,37 Costumes,Each character has its own special talent 2.Station NPC Event: Make full use of Single Player,Station NPC Event,up to 9 NPCs can join your crew(Tamatsukuri Yumemi,Izayoi Aya,Fujiwara no Mokou,Patchouli Knowledge,Hinanawi Tenshi,Inubashiri Momiji,Kazami Yuuka,Kirisame Marisa,Aya Shameimaru(must complete all UFO mission series,Retrieve the Spirit Beads and submit the proof)),reduce the original tiring and dull process of recruiting/replacing AI crews. 3.Rich Jobs: Three jobs:Magician(important),Fairy,Yokai.With no repeted Career positioning,If you're single player you can gather them through NPC event or station recruit,if you're multiplayer then you will have more choices,The total number of career talents exceeds 100+,with the combination of different characters,There are more than 300 selectable talents in total. 4.Special Weapons: It's devided into four stages with a total of 150+ weapons.Each of them has corresponding and balanced crafting cost to their weapon damage,which can fulfill the player's equipment needs of different game stages.And if the specific character is in possession of its exclusive weapon (If a non-corresponding character uses another character's exclusive weapon, the weapon's power will be reduced).If you look for more details,please refer to this wiki(Being improving):https://trello.com/b/ABffmZRN/touhou-deep-sea-operation-team 5.Suitable Equipment: There're 5 different divingsuits in this mod,take on different responsibilities in different periods.,provide enough protection for your crews.Magatama system allow players to define their own defensive style.At the same time,there're also Kappa Bag,Element Belt that have unique afflications which provide a more comfortable gaming experience and stronger bonuses, to deal with the more dangerous deep-sea environment. 6.More options for naval gun ammunition: The mod introduces 15 new turret ammo types. Select from a variety of spell cards to defeat monsters, tailored to different foes and missions. The price? Alien minerals or a hefty sum of marks. 7.Three new types of naval guns: Small spellcard launcher,5-round burst barrage, with higher single-shot damage, can utilize ammunition for railguns; High-speed Spell Card launcher, with slightly higher single-shot damage but significant spread, requires sustained firing to reduce spread, can use ammunition for burst cannons; Large Spell Card launcher, dual-fire, although each shot's firepower is somewhat reduced and it needs to cool down after every 3 shots, the damage is substantial enough to overlook other drawbacks, can use ammunition for pulse lasers or fragmentation cannons. 8.33 brand new missions: Four difficulty levels:Easy,Normal,Hard,Lunatic,33 brand new missions,Among them, there are 2 BOSS-level creatures and 11 abandoned station missions (for a complete experience, it is recommended to add more abandoned station mods), which will challenge the players' abilities.。 9.Small structure during the round: 4 new becon stations,3 new types of shipwrecks,enrich more content for the explorations during the round. 10.Continuous updating and perfecting: This mod has undergone continuous adjustments and performance optimizations for a full year, aiming to provide players with a balanced experience while also improving performance in low-spec environments. Currently, there are no noticeable lag issues. Frequently Asked Questions: Q: When can Outfit+ be purchased? A: It becomes available on maps with a difficulty of 15% or higher. Q: Is Reiki Pressure true damage/special damage? A: No, it can be defended against using vanilla methods, but modded diving suits provide better protection. Q: How do I use Blue P Points/Touhou Precious Metal? A: The mod adds two new workbenches: the Ritual Table and the Alchemy Table. A reference manual for the Alchemy Table can be purchased from the Skin Trader or the Clown Trader. Q: How do I obtain Touhou Precious Metal? A: After the second map, they can spawn in Abyssal Mineral Islands. After the third map, they can also spawn in regular mineral caves. They have a small chance to appear in relic crates. After the third map, they can be purchased at certain stations. ——致谢我的朋友和大家 ——感谢天子的桃帽对本模组提出的宝贵建议! ——感谢儒雅的拓荒对本模组提供的宝贵建议! ——感谢Fy林鸱对本模组提供的精美贴图! ——Thank you to New Black and Ghutros for providing the English translations for this mod! ——感谢积极反馈的各位
Girls' Frontline Gun Pack
przez 76561198043554324
Unmaintained - No guarantee for compatability on latest patches. Adds 82 guns ripped from the Mobile Game Girls' Frontline Comes with Simplified & Traditional Chinese Translation! provided by misor63, Ludiniea and give you up, let you down. IT IS RECOMMENDED YOU USE A DIFFICULTY OVERHAUL These guns make combat very easy in the basegame, so if you want a challenge we recommend subscribing to a difficulty overhaul mod that specifically increases the amount of enemies. This mod includes the following guns: - PISTOLS - Arex Rex Zero 1 - Thompson Contender - Taurus Curve - Colt M1911 - Colt Single Action Army - Mosin M1895 Revolver - Suppressed Mosin M1895 Revolver - Calico M950A - Walther PPK - Tula Tokarev - FN Five-seveN - Desert Eagle - ZiP .22 - Mauser C96 - Luger P08 - SPP-1 Underwater Pistol - SUBMACHINE GUNS - H&K UMP9 - H&K UMP45 - AR57 - FN P90 - H&K MP7 - Suppressed H&K MP7 - H&K MP5 - Micro Uzi - PPSh-41 - Type-100 SMG - Sten MkII - BM38 - MAS38 - MP40 - PPS43 - Sterling SMG - Tactical PPSh41 - PP-19 Bizon - PP-19-01 Vityaz - ASSAULT RIFLES - Izmash AN-94 (Featuring a working Hyper-Burst!) - FN FNC - HK-416 - Suppressed HK-416 - Zastava M21 - Desert Tech MDR - Kel-Tec RFB - Wieger StG-940 - Fedorov Avtomat - Ribeyrolles 1918 - StG 44 - FAL - Semi Auto FAL - SAR-21 - SNIPER/MARKSMAN RIFLES - Springfield Armory M14 - Kalashnikov SVD - Zastava M76 - Kar98k - Mosin Nagant - H&K SL8 - Springfield M1903 - Hanyang Type-88 - Steyr IWS 2000 - M1 Garand (with working Garand Ping!) - BM59 - General Liu Rifle - Type 4 Shiki - SHOTGUNS - Atchisson AA-12 - Fabarm FP-6 - Winchester M1887 - M1897 Trench Gun - LIGHT MACHINE GUNS - Kalashnikov RPK-16 - IWI Negev - DP28 - ZB-26 - Bren - Chauchat - FG42 - Lewis-Gun - M1918 BAR - SPECIALS - Mk153 - RPG-7
原版物品优化
przez 76561198257023744
优化物品: 装载集装箱:容量提升到12格,同时具备防水(集装箱可以安心放在压载舱了) 箱子货架:可放置深弹 连射炮装弹器:可放入电磁枪系列弹药箱 大型潜水服柜:增加50KW电耗,可为存储其中的全部潜水服补充氧气 研究终端:提高一倍的鉴定速度 大型钢柜:容量提高到49格+6格工具箱储物格 新物品: 轨道炮炮弹架:可以制造、放置、拆卸和解构 导航终端:添加额外的按钮,目前导航终端有最多6个可用按钮 整合MOD: 更好的床铺: https://steamcommunity.com/sharedfiles/filedetails/?id=2784692016 原版床铺回复速度从每秒0.05提升到每秒0.5,医疗床回复速度提升到每秒0.75(十倍提升). 床铺治疗以下损伤: 身体损伤(钝器伤,撕裂伤,咬伤,枪伤,器官损伤,深层组织损伤) 脑震荡 / 伤口感染 失血 / 流血 恶心 / 醉酒 阿片类药物成瘾 / 戒断 垃圾桶: https://steamcommunity.com/sharedfiles/filedetails/?id=2780788996 给原版垃圾桶加了个清理按钮来清除垃圾桶里的东西。 为清理按钮添加了音效。 垃圾桶现在可以制造和放置了 垃圾桶里的物品不再被视为偷窃物(可以在前哨站捡垃圾了) 垃圾桶容量提高到6格
NT Symbiote
przez 76561198079050598
A community-maintained fork of NT Symbiote. NT Symbiote offers compatibility between Neurotrauma and the husk parasite. Mod order: NT Symbiote Neurotrauma Features include: - A husk parasite removal surgery minigame that offers many unique interactions, such as getting bit in retaliation - Husk symbiosis treating Neurotrauma afflictions, such as pneumothorax or respiratory arrest - Husk symbiosis causing you to go into a regenerative stasis when reaching critical condition - Ritual lanterns applying ointment to those near them To go into more detail about husk infection treatment: Calyxanide no longer instantly cures husk infection.* *unless its at less than 10% What it does instead is weaken the husk parasite so it can be surgically removed without having to fear retaliation, while also keeping infection low, so the patient won't turn. You can check calyxanides remaining duration with a hematology analyzer. To surgically remove the husk parasite, initiate surgery on the patients torso using a scalpel, a hemostat, skin retractors, and a surgical saw. The parasites health should now be visible, and the minigame to remove it from the patients chest cavity begins. To damage the parasites health, stab it with a scalpel. Be warned: if you attempt this while the parasite isn't sedated using calyxanide, there is a chance it will retaliate and spread the infection. Once the parasites health is reduced enough, remove it using a hemostat. The patient is now cured of husk infection. p.s.: using a defibrillator on an unsedated husk parasite may result in loss of limbs
ConditionBarsForInteractionLabels
przez 76561198977113281
adds colorful bars that indicate item condition for interaction labels (Alt by default) also can indicate plant needs in planter boxes. opacity configurable in mod settings. IMPORTANT: requires client-side lua for barotrauma(enable CS scripting in settings)
Survivor Vanilla Creature Overhauls (DEPRECATED)
przez 76561198856548225
BaroTraumatic: https://steamcommunity.com/sharedfiles/filedetails/?id=2518816103 This monster pack is not compatible with mods like monsters health++, Barotrauma Die Hard, or ITA as they will both override the same creatures. It is advised to use the respective vanilla creatures of any other overhauls as there may be underlying mechanics which are utilized that are not present here in this mod. Attention! The Barotraumatic Super Pack has now been finished! Only activate this mod and Huskmod if your planning on using all the creature mods in your campaign server. If you don't plan on using all the creatures fixes then DO NOT use this super pack! https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2831987252
[Discontinued] EK Dockyard CN Patch
przez 76561198145828002
原模组 EK Dockyard
InvisibleAccordion
przez 76561198275452865
Adds accordion remix of INVISIBLE by duran duran in the game Thanks you for top 1 week mods :) Also check my new mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3593547680
Strona 10 z 3446 (82,692 wyników)
Serwer Barotrauma z obsługą modów
Uruchom własny serwer Barotrauma w kilka minut.
Wynajmij serwer Barotrauma