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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.
Neurotrauma
przez 76561198079050598
Requirements Lua For Barotrauma (preferably using the new installation method, not the old one) is required for this mod to function correctly. If you are playing in single-player (or the submarine editor), Lua must be installed on the client side. A setup guide can be found on the Lua for Barotrauma Workshop page. A comprehensive community guide can be found here. There is an (official fork) training map available to practice and experiment. To configure the mod: Select the “Neurotrauma” option in the game’s ESC menu. The Neurotrauma fork is supported by various people. It differs from the original mod in some aspects that may have already been discussed and never made it into an update. To support the most refined and functional version of the mod, with your help it will work even better! Neurotrauma completely overhauls human health. This mod adds significant depth to the medical system. Main causes must be diagnosed based on symptoms (or with a health scanner), and medication should not be overused, as you might end up causing more harm than good. The mod adds the following: - A large amount of medical equipment - Combustion - Tons of symptoms - Damage and failure of individual organs - Surgeries, including amputation and organ transplants - Infection Compatibility: Any Neurotrauma patch or extension. Important: DO NOT USE NT Unstunned, Consent Required Extended, or NT Better Scanner. Their features have already been incorporated in updates and may break the mod’s functionality. Incompatibility: Any mod (that is not a patch) which overwrites `Human.xml` and vanilla medicine, as well as heavily outdated creations for Neurotrauma. Known issues: - Bots will not attempt to treat anything with this mod (for now). - Opening the health menu of someone laying on beds is currently not possible due to a basegame issue. Planned changes for the mod: - Rework of resuscitation - Asystole - Contagion and new infections - Rework of stimulants - New bone injuries - New sprites for existing items - Stretcher to replace the stasis/body bag buff - Balancing of organ damage - Completed Transition to compressed recipes for common tools - Rework of medic talents (to work properly with the mod) Activity Counter: - Issue reports addressed: 89 - Crash reports addressed: 2 Permanent link to Neurotrauma Fork servers: Discord Stoat Original Neurotrauma mod idea by: Mannatu. All other contributors and used sources Want to help? Code: Check out this GitHub fork repository. Donate: Support the project on our Boosty page, or if you are from Russia, you can transfer directly to my bank account with no fees: 2204 3206 0482 1225 . Testing: Want to try out the “cutting-edge” version of Neurotrauma? Check out this more (or less) unstable Neurotrauma
[EA-HI]木卫二萌化计划
przez 76561198986988532
重要 Important - Support language: 简体, 繁體, English, Russian - Github:Barotrauma-Animated - Discord: https://discord.gg/HF2GVyurQs - Change Note:Steam Changelog - QQ 群: 1042873484 已知问题: 和其它的mod同时使用时,别的mod的NPC可能会变光头. 解决方法, 订阅木萌 Bald Fix, 置于本mod上方 Known Issue: Use with other mod which add new NPC to game, these NPCs might become bald Solution: Bald Fix, put the patch above this mod in your mod list 兼容补丁 Compatibility Patch Neurotrauma Compatibility Patch Another Neurotrauma Compatibility Patch Enhance Armaments Compatibility patch 中文人名补丁: 把人物人名改成中文 赞助链接 Donate Link Bu me a cup of coffee! Your fund will be shared with all group members. You can also make commissions here. This will also speed up my work https://ko-fi.com/touman_lin 我的其他mod My Other Mod 木卫二萌化计划 Lite : 这是本mod的lite版本,只替换贴图而不修改任何游戏内容 Bald Fix: 使用CS给光头角色随机新发型 Barotrauma Animated Lite : This is a lite version of this mod, which only change the texture of the game Bald Fix: A lua Cs mod that random new hairs for bald characters 友情链接 Recommended Other Mod 中国大陆用户 For Mainland China 海外用户 For Place Other Than China 贡献者 Contributors&Credit 主要贡献者 仅限于本mod, 排名不分先后, 按照加入时间排序 @事不过三兄ToumanRin 感谢我自己在这个mod上的投入 @Az 感谢Az提供了本mod角色人物, 以及大部分服装的基底 @桃柚 早期合作者, 在设计上提供了帮助 @Biff_w 在程序上提供指导, 并帮助维护mod @幻下琅 早期合作者, 提供了巫女服, 并在mod发展上提供了意见 @莱拉Layla 绘制了画皮教派服装 @棕榈 本mod御用画师, 绘制了绝大多数的服装设计 @Fy林鸱 为本mod绘制了三件美术素材 @Frolg 为本mod绘制了美术素材 @橘望 贡献了2.2版本的新头发和头型 特别感谢 在mod制作过程中提供过帮助的朋友们 @朝闻道(莱沦汀) @ZhuRenGong @法莎莉雅 @泽兰 @TinySec @夜雨声烦 @Anaertailin @D @Nura Rosewood @心儿 @爆破水管 @サボり @Einzeil
32x Stack
przez 76561198060424805
Increases the stack size to 32 for most items, including in character inventory. Some were excluded for balance reasons and may be included later. This should cover: Medical items Crafting materials Minerals Plant fruits & seeds Stackable ammo Items in portable containers (storage container, backpack, toolbelt, metal crate, etc.) only stack to the same number they can stack to in a character's inventory. For balancing, things like magazines, while still increased in stack size, do not stack to 32x in inventories, but do in cabinets and such. 32x Stack lite version
DynamicEuropa - Stations From Beyond Outpost Pack
przez 76561198865679732
An outpost module pack for Dynamic Europa. Introduces the modules of Stations from beyond to the outposts of DynamicEuropa. They have all been manually adjusted to feature necessary items and various other adjustments required for the intended gameplay of DynamicEuropa. Load order: The load order is important and should be as follows: - DynamicEuropa - Stations From Beyond Outpost Pack - DynamicEuropa The original Stations from beyond is no longer needed as all the modules were adjusted to suit DynamicEuropa and thus don't feature any other custom content, but I highly recommend to subscribe to the original mod to show your support to the original creators! Credits: Almost all of the modules - Stations from beyond by rundoomer
BetterHealthUI (Rework)
przez 76561198280027481
BetterHealthUI — Rework A full overhaul of the health UI: clearer at a glance, configurable, less clutter, more useful during combat and treatment. Key features: - New health interface (main style) - Old style can be enabled in settings - Separate settings per style - Quick reset for style settings - Window scale adjustment - Health percentage above the bar - Separate toggles for the bar and the percent text - Affliction display modes (debuffs only or debuffs + buffs) - Mouse wheel scrolling for affliction lists - Marquee for long affliction names - Adjustable marquee speed - Recommended treatments with a strict limit - Scrollable recommended treatments when the list is large - Option to hide the recommended treatments block - Custom style support - UI localization (RU/EN) - Third‑party localization support - Compatible with modded afflictions Compatibility: Fully compatible with modded afflictions With Neurotrauma enabled, an improved heart monitor is shown Client side lua and C# required If you don’t know what this is, please read the LUA workshop page. Installing LUA is different from normal mods and requires extra steps. Also check out my other mods: NT BrainTrans
Hungry Europans
przez 76561198044041937
A foods and drinks Mod for casual play and roleplay Load Order: - If you're playing with DynamicEuropa, it is important to put Hungry Europans ABOVE DynamicEuropa in your load order! - If you're playing with Neurotrauma, use the patch https://steamcommunity.com/sharedfiles/filedetails/?id=3222593240 Features: - Chef Job: Hire a chef on your journey to cook all sorts of meals! This brand new job comes with a complete Talent tree and kit. - Meals and Drinks: Lots of meals and drinks of all sorts, to stave off hunger or thirst, or have a little roleplay fun. Food and drinks also provide buffs based on the ingredients, with more complex foods giving more buffs. You can buy meals in outposts. Check out the cafeterias, but remember that the best food is home-made! - Optional Hunger & Thirst: You can enable Hunger and Thirst by using an item called "Hungry Europan" found in vending machines. Your character will have to eat and drink regularly to stay alive. Hunger and Thirst CAN NOT be forced onto other players! You can only apply the item with the afflictions to yourself! Hunger and Thirst can't be disabled for your current character once enabled until you create a new one! - Optional NEEDS: You can also enable extra needs for your character: get dirty, get sleepy, relieve yourself on a toilet and manage your mood by eating the foods you like! - Butchery: Kill the monsters of Europa and harvest their meat by using a Meat Cleaver on their corpse. The higher your Butchery skill, the higher your chance of getting any meat and the faster you collect the meat. Don't want to cook with it? Keep it and sell it at an outpost. Some meat may give you a good amount of money. - Tools, Crafting Stations and Containers: You can buy or craft various cooking appliances that you can install on your submarine. It is recommended to have a submarine with a good amount of empty space, or at least one Unit Load Device which can be swapped to install your kitchen. - Ingredients: A variety of ingredients can be used to cook food, but not all ingredients can be crafted. Some ingredients can only be bought from merchants or found in the world. - Meat Spoilage: Meat products will slowly spoil if not kept within either a refrigerator, or a battery-powered cooler crate. - Alcohol Rework: Become an alcoholic and stumble around your vessel. Get addicted. Discover new flavors and brew your own beers. - Gardening Rework: Discover new growable plants. Plants can be cross-bred in the research station, creating new varieties with unique fruits. Grow aquatic plants in hydroponic planters. - Tutorial kitchen: Feeling overwhelmed by all the new content? There is a test kitchen you can load in the submarine editor. You will be free to experiment and cook at your own pace to get familiar with Europan cuisine. Getting started: - Check out the TUTORIAL under the "Training" tab in the main menu! You can learn about cooking and the other needs. - For cooking, it is recommended to have the following items installed on your submarine: Kitchen Counter, Cutting Board, Sink, Oven. - You can obtain some Cooking/Butchery skill by buying and reading the "The Europan Vol. 66" from the general goods merchant. Alternatively, enabling Hunger/Thirst gives you a bit of starter skill. Also included are submarines with kitchens already built into them: - Bulker - Swordfish (Tier 1 | Starter) - Bulker - Abyss Scout (Tier 2) - Mule (Tier 1) - Skitter (Tier 2) - Volga (Tier 3) Looking for more submarines? See further below! (SUBMARINES MAY NEED UPDATING) Post or look for submarines with kitchens made for this mod in Submarines for Hungry Europans Check out a selection of Community Curated Subs Hungry Edition Lore and Immersion: The mod is as lore friendly as possible in regards of the included food and ingredients. Items are immersive in the way they are used: you need to unbottle bottles, eat with forks and spoons, or with your fingers... Creatures that can currently be butchered for meat: - All vanilla creatures, including pets - Humans (May cause a craving for human meat...) - Husk (Food buff: Husk infected become neutral towards you) - Modded creatures that do not belong in the above groups will drop generic meat - Machines do not drop meat Compatibility: Since Hungry Europans doesn't override Human.xml, it is compatible with any character replacer mod. Mods that override Ethanol prevent cleaning items in the sink PERFORMANCE FIX MIGHT IMPACT THE FOOD AND THIRST VALUES OF ITEMS. IF YOU FEEL LIKE YOU'RE NOT HEALING ENOUGH, CHANGE YOUR PARAMETERS Patches: READ THE DESCRIPTION OF THESE PATCHES BEFORE INSTALLING! Here is a collection of all the compatibility mods that might be required to make HungryEuropans work with other mods: https://steamcommunity.com/sharedfiles/filedetails/?id=3548569485 POST YOUR TRANSLATIONS AS INDIVIDUAL MODS, THEY WILL BE ADDED TO THE COLLECTION. Credits: - Chef talent rework by Violet - Chef outfit by Laserman - Additional submarines by NotWendy
EK Mods for 1.x.x.x
przez 76561198039493969
Introduction In order to warm up for an upcoming patch cycle for another title, I've decided to take some time to fix issues for the now-deprecated EK mod series. With that in mind, I'm going to keep this short and to the point: Here's a version of the EK mods that (mostly) works as intended. Credit obviously goes to Videogames for the original content and three years of support thereof. Features - All four EK mods in one package (Armory, Dockyard, Gunnery, and Utilities) - Fixes for almost all EK items. See Known Issues for exceptions. - All EK content has been rebalanced for Barotrauma 1.0. You can probably still get away with using EK to make something like ITA "fun", but the outright busted OP stuff has been reigned in. - Dozens of new recipes for handheld containers, clothing, armor, and other items - including recycling recipes for many items which previously lacked them. Compatibility - All subs which previously used EK objects should function perfectly fine with this update. Note, however, that some objects may need to be placed again (sprinklers are the only problem object encountered so far). - This continues to make use of EK's artifact and tool overrides, and is thus not compatible with anything that overrides the same items. - It should be glaringly obvious that this is not compatible with any of the older EK mods. - Due to bug reports that appear to involve it, there may be compatiblity problems with LUA for Barotrauma or any similar mods. Known Issues - Several EK Dockyard objects (Ramming Prow, Fixed Thrusters) are fatally broken due to a vanilla bug. Though they have not been removed to prevent annoyance by sub builters, using them WILL crash your game until 1.0.9.0 releases. - The Grappling Hook is completely broken due to the new harpoon dragging function. It has been disabled as a result. - Due to issues with several crates, the GUI element for all material crates has been disabled. Deconstruct crates to retrieve their contents. - A handful of environmental objects (read: ROCKS)for the submarine editor were removed because their sprites no longer exist. FAQ Q: Something not listed is broken! A: First off, that's not a question. Second, there's an appropriate thread for reporting. Please make sure to provide exact reproduction steps where possible. Q: I would like to contribute to this! A: Refer to FAQ item #1. Q: You screwed something up/ A patch broke something. A: Refer to FAQ item #1. Also, my insomnia thanks you for the detailed report. Moreover, there's a decent chance that the issue is a result of a workshop update bug. BEFORE you report some issue that arose after an update, kindly follow these steps: Go to Steam/steamapps/common/Barotrauma/Mods and delete the EK Suite folder. Unsubscribe from this mod and make sure that Steam/steamapps/workshop/602960/2954237072 does not exist. If it does, delete it. Resubscribe. If the issue persists, report it. Q: Will you be adding new content? A: At present, that is beyond the scope of this project, though the introduction of several contributors means that new content is not off the table completely. Q: Will you make a version that's compatible with X, Y, or Z? A: No, that is outside of the scope of this project. Q: Can I use X in another mod? A: This is already lifted from a deprecated mod, so knock yourself out. Q: Would you make a list of every single change ever made? A: To quote Moe Syzlak: "DEAR GOD, NO!" To further abuse quotes so as to illustrate this point: "Hey, cut me some slack here, okay? Can you even begin to imagine 500 uninterrupted hours of consciousness? Forget mole people - about halfway through, I swear I saw the face of God!" Q: Will you split these up into their respective mods? A: No. I am not maintaining four mods where I can maintain one. 4 > 1 is basic math. Feel free to do it yourself, however. Shameless Plug Normally, I'd shill all of my other workshop pages here, but I really don't feel like going through the effort at this time. If you know who I am, you know. If you enjoy this mod, make sure to It improves mod visibility
oClockRadar / Sonar [Alt Appearance]
przez 76561198062784838
//----------------------------------------------------- oClockRadar oClockRadar DegreeRadar //----------------------------------------------------- Alternative Version, featuring cleaner numbers! AKA: Clock/Time positions on the Radar/Sonar terminal for more effective call outs. Does exactly what it says on the tin. The dots represent XX:30 positions. Manual installation Replace: Content/Items/Command/sonarOverlay.png with Mods/oClockRadar_Alt/Items/Command/sonarOverlay.png or the embedded image: Now get out there and be a more effective Captain! //-----------------------------------------------------
Press R to Reload
przez 76561198236751980
Press R to reload your weapon! This is a completely client‑side mod! No server activation required—anyone can use it right away! !!If you enjoy the mod, please give it a thumbs‑up—thank you!! !!Client‑side LUA is required!! If you’re not sure how to install it, please read the LUA Mod Description carefully. If you’re playing COL (Combat Overhaul Legacy) or any mod that uses COL‑style magazine mechanics, please subscribe to this version instead: Press R to Reload Legacy The latest version is now compatible.(There is no need to install an additional compatible mod any more.) If you’re using Guns Enhanced, we strongly recommend the compatibility patch: Press R to Reload GE Compatible Patch for maximum immersion. What does this mod do? When the player presses R, the mod checks whether a weapon is equipped in either hand. If neither hand holds a weapon, nothing happens. How does the auto‑reload logic work? The mod first checks whether the weapon’s magazine is empty. If empty, it looks for a suitable item in the player’s inventory and loads it into the magazine. If the magazine already contains items but isn’t full, the mod tries to: Add more of the same stackable item, or Split a stackable item and load part of it. If the magazine or ammunition is already full, the process stops. Changelog Update ( 2025‑01‑27 ) - Magazines or ammo no longer have to be in slot 0 to load correctly. Thanks to @HDC and @Diemoe. Update ( 2025‑01‑30 ) - Fixed bullets not loading properly while dual‑wielding. - Fixed magazines failing to install when flashlights or other attachments were present. Update ( 2025‑02‑02 ) - @Diemoe refactored the code, greatly improving reload performance—no more stutters! Update ( 2025‑02‑06 ) - Swapping between different magazine types is now supported. Update ( 2025‑02‑08 ) - Empty magazines are now stackable. - If the player’s inventory is full, the mod will drop the magazine in the gun before reloading. Update ( 2025‑02‑12 ) - Fixed magazine stacking not working in multiplayer. Update ( 2025‑03‑01 ) - Performance optimizations. Update ( 2025‑03‑24 ) - After pressing R, only bullets are added to firearms—flashlights, grenades, and other attachments are ignored. Update ( 2025‑04‑13 ) - Added support for weapons with multiple ammo slots. Update ( 2025‑04‑20 ) - Bug fixes. Update ( 2025‑10‑31 ) - Quality of Life Update: Guaranteed full magazine on every reload. Update ( 2026‑4‑22 ) - Support for Custom Key Bind.
[BOS]Backpack
przez 76561198157628895
Backpack CN/EN ●●●Items●●● 1. Backpack: crafting material Small satchel + relic bag Capacity 20 compartments, waterproof, can be fitted with tool belt, medium deceleration 2. Shoulder pack: crafting material tool belt + tool belt Capacity 12 blocks, not waterproof, not slowing down 3. Waist pack: making materials Tool belt + relic bag Capacity 12 compartments, waterproof, can be fitted with tool belt, slight deceleration 4. Shell bag: Crafting material Medium Belt Pack + Medium Belt Pack Capacity 6 blocks, waterproof, slight deceleration 5. Backpack (improve): crafting material Tool belt + large backpack Capacity 20 compartments, waterproof, can be installed with tool belt, less deceleration 6. Bag rack: production material Rebar + rebar Can be disassembled with a wrench, placed directly and can only be obtained by manufacturing ----------------------------------------
More Unique Weapons (v1.1) [ENRU]
przez 76561198258403481
notice: this mod will not be receiving any more updates atleast from me. everyone is more then welcome and have my full permission to make patches / reuploads of this mod or use any of the code or assets. ive just been trying to put my own time other places. srry all, cheers Adds more variants of the vanilla weapons in an effort to extend the existing collection of unique weapons and make searching wrecks and abandoned outposts more rewarding. Each weapon is grouped under one of the many factions of Europa. Europa Coalition Created or maintained by the Coalition for their various purposes. The means of production for each is long defunct. RhinoHandheld shotgunViper SubcompactExtraordinarily high fire-rateMilitary Assault RifleUnderbarrel grenade launcherAntique RevolverSingle-action, can be fan-firedPocket CannonHolds two handcannon roundsMabugurenScoped, high damage Melee Moloch KnifeCauses heavy blood lossKatanaVery deadly Miscellaneous The Quick-MedBurst-fires 3 syringesParalyzant SprayerOnly usable underwaterShock ShieldHolds a discharge coil Solid Gold StatuetteVery valuable and rareAll-In-OneShows all sub infoSurf Shark CustomVery fast Jovian Separatists Weapons that are either restricted by the Coalition or created in secret by rogue scientists, and now used by separatists to further their cause. More likely to be found in abandoned outposts. Piranha Machine PistolSilencedHades LensHealth scan and thermal sightsMagnetic-feed AutoshotgunFirerate increases during useLead ThresherFeeds revolver roundsDeadeye BullpupSemi-automatic, accurateHammerheadSlow firerate, high damageHeavy Fissile AcceleratorSlow charge, high damagePrototype Piezo Caster:)Antique CannonLaunches scrap or cannonballs Melee Fang of the TigerCan critical strikeChemical Diving KnifeCauses acidic vulnerability Miscellaneous IncineratorIncineratesShredderShreds Ammo Cannon BallExtremely deadly, pierces The Church of Husk Created by the church for the ultimate goal of spreading their faith. Their weapons are often plundered body parts of other creatures found around Europa, now modified by largely unknown methods to harness their power. GiftgiverParalyzesWatcher's EyeCreates a beam of gaze Ammo Death VenomExtremely Deadly Children of the Honkmother Ridiculous weapons designed by an unruly lot of clowns. HornvolverGoes HONK when shotHappy TubeHandheld Grenade LauncherFunnyman's ExitInstantly explodes the user Melee ChoppyGrants movement speed increaseHonkmother's HammerLong stun, causes concussion Special Thanks M12 is a shotgun for the current russian translation and some help with the insanity of XML Enigma for the first Russian translation of this mod HDC and their collaborators for a CN translation which can be found here. and to every single subscriber of this mod. i appreciate every single one of you Notes if you have created a translation for this mod, feel free to add it to the workshop as an independent mod all ids are unique so it should be compatible with everything. nothing is overwritten either please let me know of any issues
Baroverhaul
przez 76561198041235727
This mod is intended to increase the longevity of Barotrauma. It fully overhauls every job's talent trees, adding a number of new talents, trees, items, turrets, weapons, factions, events and missions. A list of all the talents can be found below. Every major patch also has patch notes in the Discussion tab for further details on added content. FULL LIST OF TALENTS HERE Should be compatible with Barotraumatic and Neurotrauma NEW DYNAMIC EUROPA PATCH AND DE STATIONS FROM BEYOND PATCH Patches available for Immersive Repairs, Enhanced Reactors, Immersive Ignitables, Immersive Diving Gear, Immersive Ammunition Boxes, and ALL OF THE ABOVE Patch available for Hazardous Reactors Robotrauma patch HERE Put this mod above NT Symbiote to fix the lantern issue. Should be fine. if you have the issue where the lantern is stuck, this mod will let you yeet the stupid lantern. If you want the parallel unlock version of the mod, click here If you want the all + parallel unlock version of the mod, click here If you want the original Baroverhaul Classic, click here YOU DO NOT NEED THE CLASSIC VERSION TO USE THIS VERSION RUSSIAN LOCALIZATION AVAILABLE HERE Brazilian Portuguese by eduardooee74 Latinamerican Spanish by RaviolAsesino Polish localization by John Brick Simplified Chinese localization by Lurmou Turkish localization by redsilver French localization by Rylond Special thanks to my girlfriend Willow for thumbnail art and custom sounds and to my girlfriend Mercury. Many weapon art assets done with help from friend Myta. Credit to Iron_Phildo69 and their clown mod for some inspiration. Original Inspiration to work on this mod from ShaMedic. Hurdy-Gurdy music written and performed by @paul_art237 on Fiverr (highly recommend) Thanks to Astra for making the table of talents. Thanks to AdeptOfMachine and AlexanderLB for contributing improved sprites. For questions, comments, suggestions and help, check out our new Discord server HERE'S AN FAQ IF YOU HAVE A PROBLEM Want to support me? Here's my Ko-Fi
EuropaWar
przez 76561198290687408
EN/简/繁/Russian/Polish More than 40 kinds of enemies A number of human enemies will appear in the course, including human enemies like pirates, Jokers, separatists, new alien enemies, and some of the fearsome creatures of Cthulhu mythology Warning:! monster strength is higher! Maybe you need other mods or choose :EuropaWar_Vanilla https://steamcommunity.com/sharedfiles/filedetails/?id=2903812829 EuropaWar+EA https://steamcommunity.com/sharedfiles/filedetails/?id=3185857267&searchtext=europawar The weakness of some monsters: Kill the STdestroyer safely with a wrench Don't approach the Singer Shoot human enemies in the head -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- Won't conflict with most mods will this work with BaroTraumatic?It seems yes. Please leave any bugs in the comments section, thanks.. 超过40种敌人 包括大量的人类敌人将出现在航道上,包括海盗、小丑、分离主主义等人类敌人,新的异星敌人,还有克苏鲁神话中部分可怕的生物 警告:!内置怪物强度较高!建议适当配合其他MOD或者选择另一个版本: EuropaWar_Vanilla https://steamcommunity.com/sharedfiles/filedetails/?id=2903812829 一些怪物的弱点: 用扳手可以一击杀死胁迫机器人避免自爆。 船外接近歌唱者会被直接杀死 射击人型敌人头部造成较高伤害 如果贴图报错,下载中断,建议暂停取消下载验证游戏完整性。官方的锅。 ———————————————————————————————— 不会与绝大多数MOD产生任何冲突 有BUG请在评论区中留言,谢谢. Thanks to Prizrak070 for their Russian translation work Thanks to Matiz753 for their Polish translation work 一些其他作者的补丁,注意他们的说明: 非常有意思和更高难度的补丁,增加了大量的怪物新机制和变体 EuropaWar+EA https://steamcommunity.com/sharedfiles/filedetails/?id=3185857267&searchtext=europawar EuropaWar EuropaWaifu++ Patch: https://steamcommunity.com/sharedfiles/filedetails/?id=2940515624&searchtext=EuropaWar+EuropaWaifu%2B%2B+Patch 木卫二萌化计划+EuropaWar兼容补丁:https://steamcommunity.com/sharedfiles/filedetails/?id=2988093830&searchtext=europawar
BaroCraftables (No Limits)
przez 76561198304114409
Updated to "Spring Update v1.12.6.2" BaroCraftables (No Limits) overrides a lot of vanilla items and makes them movable and craftable in the welding table Right click and e to place Safe to add to ongoing campaign mostly safe to remove you will get a few one time errors and the welding table and upsidedown spotlight will vanish My Other Mods - Lua Linker allows you to link/unlink items - Lua Editor allows you to edit almost all properties of an item and even move them - Lua Painter a small mod to allow players to recolor items like clothing and guns - Barocraftables (Limits) overrides vanilla items and puts limits on were they can be placed - Barocraftables (No Overrides) doesn't override vanilla items so its compatible with any mod that does override them - Barocraftables+ Old Storage version prior to "Treacherous Tides" update Other Mods - Barocraftables+ full compatibility with other mods while still making the base items detachable Translations Русский 简体中文 thanks to Azure Castellano thanks to DanielMS
EK Gunnery Remastered(EK Gunnery 重製版)
przez 76561198412031281
This is the EK branch mod with the fewest bugs on the entire Workshop. ・Introduction・ EK Gunnery Remastered True to its name, I've gone through the entire mod, addressing issues wherever possible, and ensuring it functions smoothly in the latest version of Barotrauma. Even in the remastered edition, this MOD still belongs to the original creator, Videogames. The following are his original modules. https://steamcommunity.com/sharedfiles/filedetails/?id=2390126010 Due to the author's prolonged inactivity, their MOD has long been incompatible with the new versions. However, the EK MOD is truly excellent, so I've balanced the crafting recipes and damage in my own way, fixing over 99% of the bugs. This includes not only critical bugs rendering items unusable but also various crafting table design issues, price balancing, natural item generation probabilities, usage level requirements, ammunition damage, and the redesign of some item mechanics achieved in new ways for the intended effects. ・Installation Order・ Installation is straightforward; the order of the four EK Remastered MODs can be swapped freely (mostly without issues). The original EK or EK Mods for 1.x.x.x is no longer required (many content annotations have undergone significant changes). However, there are two points that need special mention. - If you have installed the BaroTraumatic MOD, make sure to place EK Utilities Remastered above BaroTraumatic. ・Changes Made・ Here is a list of the major changes made: - Complete English, Traditional Chinese, Simplified Chinese, including some past item descriptions completion, and new item introductions. - Adding a subcategory for easier item location in the Submarine Editor. - Corrected the issue in the original MOD where there were numerous crafting recipes allowing skill points to be obtained without cost. Organized overly cluttered crafting tables. - For convenience, most ammunition, similar to 搬砲彈 MOD, can now be placed in the inventory. If this feature is undesired, it can be overwritten by installing an accompanying MOD. EK Gunnery 重製版-平衡補丁 - Rewrote the damage for the Warhead. Unfortunately, the issue of "swallowing explosives when repeatedly inserting items in good condition" has not been improved. - Corrected the texture display issue of the Ammunition Box on the Ammunition Shelf (Wrecked). - Adjusted SeverLimbsProbability for some weapons to prevent high attack speed from instantly killing small creatures. - Significantly adjusted the damage and increased the targetforce for Heavy Railgun Shell. - Overhauled Heavy Railgun Flechette Shell; you can refer to the modifications made to the Railgun Flechette Shell. - Modified various Physicorium bullets' penetration, target force (significantly increased), added stun damage, SeverLimbsProbability (about twice that of regular ammunition), and increased attack power. The positioning is similar to the original Physicorium bullets, with higher damage and lower penetration, while armor-piercing bullets have enhanced penetration for specific purposes. - Removed multi-hit detection for certain weapons (Small SSL, Autocannon, Medium SSL, etc.), retaining dual-hit detection only for specific piercing ammunition (similar to the official Piercing Ammunition Box). - Simplified some damage types (e.g., exploding ammunition primarily causes Deep tissue injury), removing various miscellaneous effects like Internal damage. - Increased penetration for the explosive part of the Medium SSL Shell. - Optimized the performance of Acoustic-Kinetic Pulse and Vortex-Ring Cannon. - Shell Spike has been redesigned and is now functional outside the submarine. The damage range has been narrowed to minimize instances where the spikes miss the target but still inflict damage, ensuring more consistent damage determination. ・Special Changes・ - Added a new type of Medium SSL Shell, the Medium SSL Shell (solid). It features more affordable materials, but due to the minimal explosive damage, the quality correction effect is lower. - Added a new type of Heavy Railgun Shell, the Heavy Railgun Flak Shell. It explodes and releases shrapnel upon approaching the target. - The Medium SSL Shell (Flak) has reduced damage on the outer circle of the explosion and increased damage on the inner circle. As compensation, penetration has been added to the explosion, and some actual shrapnel has been introduced (inspired by the Flak Cannon's shrapnel but with different damage). - Remove Missile, as the original author did not complete this item, rendering it non-functional. - This module involves a considerable amount of work, and there may be a need for further adjustments to weapon balance. If you come across any bugs or have suggestions, please feel free to leave a comment. Naturally, I'll carefully consider the feasibility of any suggestions. Your feedback is highly appreciated.
BaroDrama V5.1
przez 76561198023816114
Take your one-way ticket to the bottom of the Europan Seas in Style, with this collection of brand new Diving Suits built to fulfill essential roles on-board your submarine. Each suit is lovingly crafted with both personality and function, helping to distinguish job roles and reinforcing the job performance of your crew. In addition, every suit has its own distinct Oxygen Alarm - making it easy to identify who's in need of an extra tank in chaotic circumstances. All suits are craftable at a standard fabricator. This Pack started out as a little project with my friends, but as its scale increased we decided to make it public for everybody to enjoy. We are planning to add some additional items and content in the future, but since this is just a side/pet project of ours don't expect frequent updates. This mod doesn't modify any existing in-game assets, so it won't be running into mod conflicts or anything. However, items added by this mod will only start spawning at NEW stations, existing stations in a save won't have any in their inventory. --------------- 5.1 " It's Dangerous To Go Alone! " UPDATE NOTES: Howdy Folks, it's been a minute but while we're toiling on projects outside of Barodrama we have not forgotten the incredibly supportive community that has made this mod flourish to over 70,000+ active subscribers! We've squashed several of the bugs which have been present since 5.0 in addition to fixing some issues that the latest update to the game may have caused for item functionality, (Seems to have been minor, but best to be safe!). Furthermore, this update comes packed with a bunch of original weaponry illustrated by myself and coded to virtual life by Darksignal. These include items which compliment Suited playstyles, including my personal favorite the 'Sonar Detonator' ! Great for clearing out those pesky territorial raptors from their abyssal dens. Keep us posted if you notice any other bugs or big balance issues, otherwise we'll keep tinkering away at our cool secret projects in the meantime. May our suits safeguard your travels and thank you for the support !! --------------- ADDITIONAL NOTES: They Speak in Numbers ! -------------- Renegade, WHALE, WASP, ORCA, BELUGA, TYRANT, MANTIS, SIDEWINDER, BEETLE, ROUTINE, MORAY, LAMPREY, EEL Diving Suit, Coalition and Holt Outfit Art by: MintyEggs COBRA, FOOL, VIPER, Coalition Medical + Admiral Uniform Art by: DaniTheProfaner Sidewinder Suit + Whale Startup Sounds by WHALEFAT Director Suit + Orca Modifications + Proceedure Suits by: Vertigohm Special thanks to 'Azure' for the Chinese Translation !
Lua Linker
przez 76561198304114409
Works in 1.0 A tool for linking/unlinking items like fabricators and cabinets together this can also be used to link/unlink turrets and their ammo source. You can craft this item at the fabricator its called lua linker There is also a tool that allows you to add/remove side by side windows This only works in multiplayer without client side lua you need client side lua if you are gonna use this in singleplayer if you arint using client side lua you also wont see the link til the map reloads from going through a checkpoint or an outpost etc
Guns Enhanced
przez 76561199651519208
What is Guns Enhanced? Guns Enhanced is a mod aimed to tweak vanilla's gun experience to be much better, fancier and realistic. What does it add to vanilla guns? - Reloading animations for every gun! Some have several, such as open bolt or closed bolt automatic weapons. - Shooting animations for every gun! Muzzle light, barrel smoke and casings included. - Adjusted skilled and unskilled recoil for every gun! Wielding heavy guns without required skill might lead to injuries. - Tweaked sprites for almost every gun and magazine! Some guns have been resprited, and magazines now visually show their ammunition. For those who wish to have a peek... If you do not find this showcase to be enough, then together with the mod comes Arsenal, which can be accessed via the Submarine Editor. There you can pick every gun of your choosing affected by the mod and check it out by yourself. Includes shooting range with targets and a mini-arena with crawlers and mudraptors which are too high on drugs to fight back and separatist prisoners. Updates Guns Enhanced is still under development, and as such, more and more features will come in future. Want to know what is coming next update and what else might be added to the mod later on? Feel free to visit my TODO list where I write down all my current plans for the mod, as well as a list of things coming in the next update(s). Potential Issues - Bots will not trigger reload animations for certain weapons (ones that are loaded with several bullets rather than a single magazine). This is to avoid an issue with bots' AI when they reload by inserting only a single bullet, essentially triggering the reloading after every shot. While a fix can be implemented, it will needlessly worsen the performance. - DO NOT REMOVE the mod mid-campaign, as it will break the guns, preventing them from firing. If the mod was removed at some point, enabling it back on should fix the guns. - If you are experiencing issues with animations not displaying correctly in multiplayer, you can use Multiplayer Weapon Animation Fix mod that might solve the problem. Mods Guns Enhanced is compatible with: - Vintage Quality mod, but a patch is required for it. - Vanilla Guns Modify mod, but a patch is required for it. - Press R to Reload mod, but a patch is recommended. - Animated Arms mod. - Animated Fallout Weapons mod. - Guns Enhanced Unofficial Addon mod. - Patch for six harpoon loaded harpoon guns. Incompatibility Issues - Guns Enhanced is NOT compatible with any mod that in any way modifies or removes vanilla's handheld guns and/or their corresponding ammunition. - Guns Enhanced modifies vanilla's alien guns and alien power cells, so make sure to put any mods that modify these ABOVE Guns Enhanced to override the changes made. - Guns Enhanced MIGHT be compatible with any mod that adds new guns or ammunition, HOWEVER keep in mind as these were not made for GE and may still cause conflicts or issues, as well as some visual diversity. - EVERYTHING ELSE should be perfectly compatible with Guns Enhanced. It is recommended to put the mod above all else on the list. Credits Large thanks to: - Panman for modding assistance. - M12 for modding and gun assistance. - _|M|_ for modding assistance. - Kassie for help with the gifs and gun assistance. - All my friends for support. - People making patches. - You all for the support!
SOFA'S CREATURES
przez 76561198058190158
Made by MIRROR ^ A very janky mod that has lots of creatures made by yours truly. To be honest I'm pretty sure they stopped supporting my mod ages ago, but I never really bothered to find out. I don't think any of these creatures spawn in-game but you can still use them for custom stuff and what not. (Why is it always the fractal mermaid? at least give the siren some love!)
T.S.M MISSIONS - 问君此去几时还
przez 76561198220228133
Welcome to T.S.M.! What is this? This is a large-scale mission-focused mod with a complete setting that takes place after pacification of the Eye by the brave sailors of Europa. This mod includes a variety of missions and wrecks as well as a new faction with exclusive outpost modules and events. Lua must be properly enabled!https://steamcommunity.com/sharedfiles/filedetails/?id=2559634234 Warning: There are very challenging missions that would require experienced sailors and a well-armed submarine. Even in late game, the Abyss creature(s) from one mission could annihilate your entire crew without adequate preparation. Relief: creatures from this mod would only spawn if the mission has been selected. Supported languages: Simplified Chinese, English (WIP, mostly playable at this point),TraditionalChinese Previous update trailers (S. Chinese only): 4.0: 【潜渊症】4.0更新 子弹横飞残酷站点绞肉机;国产新枪191全收录:【T.S.M mission问君此去几时还X九州武库】奇迹之海4.0更新宣传PV 3.0: 【潜渊症】3.0更新 人类重返木卫二冰面;跳帮BOSS屠戮全船「T•S•M mission问君此去几时还」奇迹之海3.0更新宣传PV】 Europan Creatures: We've collaborated with mods like BaroTraumatic to design and create intriguing yet deadly creatures featuring distinct mechanics. From the deepest depths of the Abyss, hiding in the darkest corners of the caverns, they lie in wait for humans and their submarines. However, they are far from invincible - some of them are easily distracted by decoys, some powerless against specialized defenses. Know their weaknesses! Defeat them wisely with tactics, and show them who rules the waves of Europa! 120+ Distinctive Firearms and Protective Gear: This is a world where guns reign supreme. Our artists have handcrafted over a hundred new firearms for the Alliance, the Separatists, and the Sea of Miracles, along with numerous weapon skins and dozens of tactical attachments with different attributes to customize your beloved guns — all while experiencing a brand-new recoil system and firing stances. But quantity has never been something worth boasting about. We have spent a long time observing and playing on various major servers, gathering over a hundred valuable pieces of data and feedback to ensure our weapon stats are well-balanced and that every single firearm has its own unique character. The loots can be fabricated into useful tools or medicines, or sold at outposts for a good price. Hazardous Infection: A mysterious virus is emerging from secret sites on the pathways. Secure them, contain them, make use of them. Treatment for these infections is only possible with specialized medicine sold by medicine merchants or fabricated with samples of the virus. Factions & Stories: Humanity's story on Europa continues after the Age of Exploration. Meet the living legends of Europa, learn of their stories, thwart the villains' schemes - or recruit them. Collaborate with TSM, build your reputation, and request for supplies with their Ally Identification Code. Outpost Modules: Marvel at the cities of TSM, grab a shopping cart and explore the special events awaiting. The song goes on until the dawn breaks. Ongoing updates... FAQ: 1. Compatibility and loading order: This mod is compatible with most other mods (including Dynamic Europa), except for a few that overrides the human texture (some sprites may become misaligned with them.) This mod overrides some pictures of the vanilla UI. No vanilla game content is overriden. This mod can be loaded in any order relative to other mods, unless otherwise specified elsewhere. This mod modifies the map size on its own, so if you have other map-modifying mods installed, place this mod below them in the load order. This mod can be added mid-campaign, but certain features (e.g. new outposts) would not be available. 2. Getting console errors / mod failing to load after updating: If this mod can be found in the "mods" list, right-click it and go to the "Details" tab. Click the "Reinstall" button on the top-right corner and wait for Steam to reinstall the mod. This should solve most issues with loading the mod. If the above method fails, (assuming you are using Windows) go to %LocalAppData%\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2953749635, delete this folder and restart the game. If both the above methods fail, report the problem below. Recommended mods to play with: https://steamcommunity.com/sharedfiles/filedetails/?id=3389376112 Bug Report, Questions, Suggestions: Issues and bugs should be reported in the dedicated discussion section; Questions and suggestions can be made as comments. ! All content in this mod is completely free! Any attempt to charge you a fee for access to this mod is a scam! You can make a donation to our development team via : A portion of your donation will be used to continue the development of the mod, and the remaining portion will be donated in full to charitable organizations such as and . Your support will become bread for children amid the rubble of Gaza, and another lead behind a missing person notice. This symbol represents not only a miracle, but also hope.
Enhanced Immersion
przez 76561198044041937
Requires client side lua to be installed for features to work! Every other feature listed without still works if you don't have lua installed. Load Order: - Any Mod - Enhanced Immersion - New Wrecks for Barotrauma (With sellable wrecks) | only if you have it installed and want to use it. Features: - Visual Interactions with Sound Effects: Items like junction boxes, supercapacitors, batteries, lockers, cabinets, etc. now feature visual interactions and sound effects. Keep in mind that items overriden by other mods will not feature these sounds and interactions! - Sound replacements: Item impact sounds were changed to fit certain types of items better, The ambient water background noise was drastically reduced to make the game less straining on your ears and make you actually hear your surroundings better, The sound range of certain items were reduced, so for example you don't hear the reactor throughout the entire submarine. Some items have their sounds replaced entirely. Keep in mind that items overriden by other mods will not feature these sounds! - Texture replacements: Currently only the doors with buttons have their button texture changed to an ID scanner attached to the door rather than a button on the background wall next to the door so you no longer have a button looking like it's floating if an item is placed behind it. - Additional wiring options: Many decorative items like neon signs or medical lights can now be wired to toggle them on/off. - Zoomed in camera: Your camera will be zoomed in much further to make you feel more connected with the game world and allow you to see all the details on and around your character. Aiming with a weapon will allow you to zoom out so you're not restrained in combat. Periscope only feature a tiny increase in view distance compared to vanilla. Improve it further by buying periscope upgrades. Known issue: The zoom only functions correctly at a resolution of 1920x1080 or lower due to how the game scales the camera on higher resolutions. - zDoors integration: You'll be able to enter extra rooms by using certain doors in the background. Sadly NPCs won't be able to interact with these so they'll be unable to enter/leave these rooms. Modules will be available as a separate mod in the future. If you build your own modules, make sure to let me know and I'll link them here! Credits: - Almost all Lua code by Evil Factory - Camera zoom by zomgtehderpy - Lua code adjustments by Plag - Configuration menu by jia - Better wreck doors by heheboi - Inspired by Barotrauma Die Hard - Sound effects provided by Barotrauma Die Hard and quicksounds.com and further adjusted by me You don't really care about the sound replacements, adjusted ambient audio, interaction sounds, texture replacement for doors and the custom cursor? Check out Enhanced Immersion (lua only)
EK Utilities Remastered(EK Utilities 重製版)
przez 76561198412031281
Since my English is not very good, the following content relies on ChatGPT, DeepL, and Google Translate, so it may contain errors. This is the EK branch mod with the fewest bugs on the entire Workshop. ・Introduction・ EK Utilities Remastered True to its name, I've gone through the entire mod, addressing issues wherever possible, and ensuring it functions smoothly in the latest version of Barotrauma. Even in the remastered edition, this MOD still belongs to the original creator, Videogames. The following are his original modules. https://steamcommunity.com/workshop/filedetails/?id=1946765892 ・Installation Order・ Installation is straightforward; the order of the four EK Remastered MODs can be swapped freely (mostly without issues). The original EK or EK Mods for 1.x.x.x is no longer required (many content annotations have undergone significant changes). However, there are two points that need special mention. - If you have installed the BaroTraumatic MOD, make sure to place EK Utilities Remastered above BaroTraumatic. ・Changes Made・ Here is a list of the major changes made: - Complete English, Traditional Chinese, Simplified Chinese, including some past item descriptions completion, and new item introductions. - Adjusted item crafting recipes, prices, and spawn rates, especially for powerful items. The most affected include the Crate Rack and Crate Transport Mule. (The Crate Rack has become much more expensive because it can be used to make money.) - All cutting tools in this mod have been equipped with a new mechanism that allows them to deal massive damage to Alien Doors. - Reduced the slowdown effect when holding certain items, including various deployable objects, the Hand Truck, Rolling Cart, and more. - Updated the code for all battery-powered items to match the new version. ・Container・ - Optimized the performance of containers such as Small Shelf, Shelf, and Material Storage Locker. They will no longer flicker when using the Performance Fix MOD. Shelf now has increased item slots, and Material Storage Locker has been upgraded with fire and water resistance. - The Cargo Crate Blocker has been changed to a small item. It can now be crafted in batches of 4 and stacked up to 32 for easier use. - The Crate Transport Mule has been completely reworked! It now includes a battery slot and will require a battery to operate. An additional slot has been added for small or medium items, and the UI for item storage has been visually improved. ・Diving・ - The durability of the Reinforced Oxygen Tank and Reinforced Oxygenite Tank has been increased to 1.25 times that of their standard versions (250/500). Quality bonuses now provide +20% per level. The Reinforced Oxygenite Tank can be recycled (and the Reinforced Oxygen Tank's bottle can also be used to craft the Reinforced Oxygenite Tank). - The durability of the Rebreather Unit has been increased to 250, and its durability recovery speed has been significantly improved. A bug that prevented usage when durability was depleted has been fixed; now, as long as there is power, the unit will continue to function even with zero durability. - The Utility Mk-I Hardsuit has been completely rewritten. Its defensive capabilities now combine the features of both a PUCS and a Safety Harness. It includes automatic medication injection, indoor oxygen supply, and the characteristics of a Safety Harness. Additionally, 4 slots for small items have been added. The materials required for crafting have also become much more expensive, and the GUI now supports multiple languages. - Added Utility Mk-I Hardsuit (invisible), which retains all the functions of the Utility Mk-I Hardsuit but is transparent. This item is designed for players using character appearance enhancement mods. d(`・∀・)b - The durability of the Oxygen Cell Mk-I has been increased to 875, and the Oxygen Cell Mk-II to 1250; quality bonuses now provide +20% durability per level for Mk-I and +25% durability per level for Mk-II. Both versions are recyclable. The Oxygen Cell's effect is similar to that of a very large Oxygenite Tank, but it does not provide the accelerated effect. ・Densifiedmaterials・ - All Densified Materials items have been completely remade. Generated items will now appear directly in hand. The bug allowing duplication using the Mechanic talent has been fixed, and the generation and selling probabilities have been adjusted (referring to the Crate of XXX series items). ・Installable machinery・ - Improved performance to some extent. - The Small Pump will have its durability automatically restored after being removed and is now repaired with a screwdriver (the required skill remains Mechanical. Since removing machinery requires a wrench, it has been changed to a screwdriver to prevent key conflicts; similar changes apply to other repairs that previously used a wrench). - Fabricator and Deconstructor production speed has been increased from 0.6x to 0.8x, with a corresponding increase in power consumption. - The Fabricator (Adaptive) now has increased power consumption and requires level 55 in both Electrical Engineering and Mechanical Engineering to repair. ・Tool・ - The materials required for crafting the Reinforced Welding Fuel Tank and Reinforced Incendium Fuel Tank have been increased. Their durability is now 300, with quality bonuses providing +20% durability per level. They can be recycled using any Reinforced Fuel Tank. - The Electric Drill's structure damage has been adjusted to match the increased structure damage of the vanilla Plasma Cutter in the new version (Structure Fix Amount: -0.4). Skill requirements have been added, along with hints for these requirements. - Ion Pulse Cutter now has 2.4 times the structure damage of the Plasma Cutter (Structure Fix Amount: -1.2). It includes a quality bonus with +20% Hull Damage and Deattach Time Reduction per level, but its power consumption has significantly increased. Skill requirements are now Mechanical Engineering and Electrical Engineering at level 50 each. - The Grappling Hook has been significantly redesigned and is now a small item that can only be used underwater. The redesigned ammunition allows players to use the ragdoll button to drag themselves. - The Laser Bore's structure damage has been adjusted to 0.96 times that of the Plasma Cutter (Structure Fix Amount: -0.48). It now includes quality bonuses, with each level providing +15% Hull Damage/Detach Time Reduction. Additionally, it has increased skill requirements (Mechanical Engineering level 30 and Electrical Engineering level 50). - Utility Pouch now has a higher manufacturing cost, but each slot can hold two items instead of one. - Label Printer has been changed to a small item, with all labels enlarged and GUI adjusted for compatibility across languages.
Sounds Of Europa
przez 76561198028226636
"In the Ocean of Europa, nobody can hear you scream. HONK!" Now updated to 1.0 game version DISCLAIMER: Sounds of Europa is a WIP project, bugs may occur. If you find any bugs during your playthrough, please report them here. Sounds of Europa is an audio overhaul mod that aims to enhance the vanilla soundscape and therefore improve the player's immersion and game experience. Experience Barotrauma with new high quality sound effects. There are new additions to the soundscape across the board. Some additions Include: - New HQ Weapons SFX - Upgraded Sonar SFX - HQ Explosions SFX - HQ Alarms SFX to customize your submarine with - Immersive soundtracks from Shadows of Forgotten Legends Custom Submarines: Sounds of Europa overrides much of the vanilla content to be able to operate as intended. That results in unexpected déficits in custom submarines that heavily modify submarine parameters. Unfortunately, there is no known better solution than to remove the override completely. It should work as intended in custom subs with default parameters and approximate values. Other mods: SoE is designed to be vanilla-friendly, for the vanilla experience. No prior tests were made to ensure total compatibility with other mods, but it should be, in theory, compatible with any other mod that does not conflict with the same feature overrides. Developer Alcateia Co-developer Christian BERNHOLT Development support Hexcode Gaming Deinococcus Udrakan Soundtrack Shadows of Forgotten Legendsby Alphaxone, ProtoU, Onasander. © Cryo Chamber Testing Aeon
[Outdated] Smarter Bot AI
przez 76561198041535700
OUTDATED! Use Daisy's Patched Smarter Bot AI as a continuation instead! Some changes to the bot AI that I think are good for gameplay. Feel free to comment any suggestions you might have! I've provided some videos of a few options since it's a bit hard to explain how some stuff works in text. Almost fully server-side, and should be safe to add/remove at any time during a save. Clientside is only needed for the configuration GUI and Orders module, which is by default disabled. All options are completely modular, and can be enabled/disabled/tweaked using the in-game config menu (button located on the "escape" key menu). Current Changes - Equip Items - Crew Loadout: Set what items you want the bots to automatically search for/equip in various inventory slots (can be differentiated by job). - Re-Equip Armor: Bots will check their inventory and re-equip any armor they might've taken off. - Combat Tweaks - Pre-Spin Turrets: Bots will spin-up certain turrets (e.g. chaingun), letting them actually utilize them. Can also adjust spin-up noise volume. - Arrest Humans In Player Sub: Bots set to "Fight Intruders" will automatically arrest hostile humans in the player sub, if they have handcuffs and a stunning weapon. - Prevent Attacking Handcuffed: Bots should never attack people in handcuffs or paralyzed people. - Cleaning Additions - Purchased Item Crates: Lets you set an auto-order on purchased crates, either deconstruct or ignore. - Deconstruct In Bulk: Let bots set to "Deconstruct Items" pick up stacks of items at a time. - Only Use Ship Deconstructor: Bots will no longer use deconstructors outside the player submarine, if the player submarine has a deconstructor, even if the queue is full. - Orders(Client and Server side probably required, unless disabled as it is by default) - Avoid Wandering in Room: Marks the current hull you're in as a room that the AI should "Avoid Staying" in. This means that they should no longer randomly wander into the room, but will still complete any tasks that may require them to enter the room. - Perform: Tell the AI to use various instruments on board the submarine. This includes Accordions, Harmonicas, and Guitars, and bikehorns (indirectly). - Smarter Pets - Eat Food In Inventory: Pets are able to eat any food items inside their personal inventory when hungry. Has an option to override the "protect owner" targeting that prevents pets from eating when their owner is nearby (only affects eating inventory items). - Bots Play When Idle: Idle human bots will play with any nearby visibly non-happy pet, checking for said pets at a customizable interval. - Cleanable Produce: AI can now pick up pet "produce" items like poop, chitin, and mucus balls. They will be placed in the same containers that garden produce would be. - Operate Reactor Tweaks - Set Fuel Rod Amount: Set the amount of fuel rods a bot set to "Turn On Reactor" will attempt to keep inside the reactor. - Detect Autoreactor: Added an optional setting (enabled by default) to detect if an autoreactor controller (any signal received) is trying to control the reactor. If an autoreactor controller is detected, the bot will no longer interact with the reactor beyond just refuelling and repairing. The bot will also give some dialogue to indicate this. - Use Talents - Assistant - "Inspiring Tunes": Assistant AI will play bikehorns as well as any other intrument in their inventory every so often, optionally only doing so if a nearby crewmate can be buffed. This talent gives nearby a buff to all skills when doing so. - Assistant - "Jenga Master": Assistant AI will go around the sub after a set delay (when idling only), interacting with any containers that do not have the "Jenga Master" buff. This increases the Max Stack Size of every interacted container, and stops once there are no more containers to buff. - Assistant - "Non-Threatening": Assistant AI will "play dead" by ragdolling if they are being attacked and their health is below a set minimum, preventing enemies from targeting them after 2 seconds. This does not happen if the hull they're in is on fire or flooded and they need a suit/mask. - Captain - "Steady Tune": Captain AI will play a harmonica in their inventory every so often, optionally only doing so if a nearby crewmate can be buffed. This talent gives nearby crewmates psychosis resistance when doing so. - Engineer - "Melodic Respite": Engineers will play guitar with this talent, giving a long-lasting boost to repair speed for nearby crewmates. - Ladder Fix: The annoying bug where bots get stuck on ladders has (hopefully) been fixed. After being stuck for a set period of time, bots should "nudge" themselves to the next node in their pathing. - Mute Singleplayer Bot Conversations: SINGLEPLAYER. Also, disabled by default. This disables all the random bot conversations that normally occur (same as the vanilla Server-Side setting in Server Settings). Also has a suboption to completely disable all bot chat messages and bubble popups. - Smarter Load Items: Bots will now replace the batteries in charged items (flashlight, handheld sonar, etc.) and oxygen tanks with a fresh battery/tank. Note: empty items (those without a battery/tank) will not be filled, as only replacing works. - Replenish Inventory: Bots will now seek out and refill their own oxygen tanks, batteries. welding fuel tanks, and ammunition. Can optionally be applied to the "Wait" order, or only when docked. - Use Furniture - Auto Use When Idle: Bots are able to sleep, just like with chairs and sitting. Sleeping actually heals a little over time in vanilla, and if you're using Neurotrauma, sleeping can help heal concussions. - Stay In Bed If Hurt: Bots will stay inside a bed if they are idling, hurt, and it is safe to do so. NOTE: This does not mean that they seek out beds when hurt, however, just that they won't leave if they are already in one. - Crew Stays in Sub Bots (and you!) will always spawn in the sub when docking at an outpost. Russian Translation by Kirid GitHub
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