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82 000+ modów dostępnych Źródło: Steam Workshop ↗

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.

Enhanced Loading – Barotrauma Mod

Enhanced Loading

przez 76561199040911819

(This mod is Client-Sided, i.e. it'll work when in other people's servers) Barotrauma spent more time deleting objects during loading than actually doing loads. Higher framerates let the game do this as fast as the sillicon would allow. On top of this, I tried to add some memory management to reduce the amount of time spent deleting objects. Commands Available: fastload_verbose - Enables logging fastload_benchmark - Limits game to 60 fps for comparison tests fastload_setfps - Lets you view/edit maxfps in config_player.xml from console. All of them have tab autocomplete and help information. How to Use: Install LuaCS Subscribe to this and Enable. TL;DR Significantly reduces loading times during level transitions. Instant loading for smaller levels or Sandbox mode. (Albeit, only at high framerates) Client-side optimization. Safe to add/remove mid-campaign.

14,286 pobrań Szczegóły →
Better Charging (WITHOUT DETERIORATION CHANGES) – Barotrauma Mod

Better Charging (WITHOUT DETERIORATION CHANGES)

przez 76561198866196217

WARNING NOTE Original Better Charging currently features 1 status effect that makes all devices nearby detoriate extremely quick, probably as revenge after Moon's drama in undertow. This version removes this and will be maintained instead of original mod creator. Better Charging is a mod that makes battery cell and oxygen tank charging better! The aim of this mod was to make battery cells and oxygen tank charging more immersive, realistic and more interesting game play wise. Better Battery cell charging! No longer are battery cells free to charge, they now all have an energy cost! Battery cells will make the charging dock draw more power and draw charge from a battery if charged there! In addition battery chargers now have a blinking red status led when charging that switches to solid green when done! Also a green power led on the left to tell you when the charger has power. Each battery cell will take 100KW while recharging and take 5 minutes. Charging battery cells from batteries now shows the cells on the battery cell slots and draws charge from the battery. They will draw 500kW/minutes to charge total and take 2 minutes. Both charging methods take equal amounts of power overall. Better Oxygen Tank charging! Charging oxygen tanks now consumes hull oxygen and 100KW of power to refill each oxygen tank. Charging oxygen tanks takes 5 minutes and draws 2x the amount of oxygen that a person would use from the hull. While 5 minutes may sound slow, this still means one oxygen tank holder can provide enough oxygen for 6 crew! All power consumption drops when charging is finished and increases if you charge more then one cell or oxygen tank at once.

11,651 pobrań Szczegóły →
Swift 暴风雨燕 – Barotrauma Mod

Swift 暴风雨燕

przez 76561198431249489

暴风雨燕是奇迹之海执行官妖梦的座驾,但暴风雨燕并不是奇迹之海重工的原生作品,其制造商目前已无法取得详细的资料。当时年仅十多岁的妖梦驾驶着雨燕从强电磁脉冲区抵达无光海原主基地时,船外已经破烂不堪,只能看得出船尾已近斑驳的“雨燕”(Swift)字样,船内更是血流成河,我们没人知道她到底经历了什么,之后奇迹之海便接纳了她并送去学院学习成为了第42期学生。毕业后凭借着妖梦出色的驾驶技术以及雨燕无与伦比的速度,成为了奇迹之海观测站的执行官并常驻热液废土。在奇迹之海研究院那帮老头听说暴风雨燕是穿越强电磁脉冲区才来到这里的时候,他们都惊呆了,一个个都争着去看这艘船到底拥有怎样的科技才能穿过血肉交织的混沌抵达这里。在逆向工程后发现雨燕的设计拥有几乎完美流线型再搭配强劲的推进器,以至于当时在奇迹之海也没有一艘船可以达到暴风雨燕全马力推进的速度,在对其完成修复工作后,奇迹之海便把暴风雨燕归还给了妖梦 雨燕拥有三座多联电磁枪, 两座脉冲激光发射器,两座并联连射炮以及一座自定义炮塔。 重火力配置:两门轨道炮附带同轴机炮(慢双击轨道炮开火,长按同轴机炮开火) 舰艏配置破障热熔 搭载鸢型核爆无人机和鹭型激光无人机,操作方式均为按住左键移动,双击切换模式,请勿在对接口直接切换核爆无人机,否则船体后半段会直接消失 机动性展示(常规模式水平极速46,垂直极速16,0-46加速4.65s。机动模式水平极速67,垂直极速19,0-46加速2.8s(速度单位均为km/h) 登舰后请点击舰桥显示器上的红色按钮启动舰船,有蓝星PLA某新锐战机同款音效 感谢泽兰大佬提供的无人机以及奇迹之海作者aka_sha帮助与支持,如有遗漏,请在计论区指出 萌新入坑不到一个月做的第一艘船, 细节做的并不好,整体也比较粗糙,有建议可以尽管提出,以后会尽量改进 光能植物强而有力,强而有力啊

11,669 pobrań Szczegóły →
[AH] Armageddon Battlecruiser – Barotrauma Mod

[AH] Armageddon Battlecruiser

przez 76561198022077069

LORE The Imperium of Man tries to stabilize control of Europe after decades of disconnection. The titanic combat ship "Armageddon" crosses the oceans of Jupiter's satellite with this objective, trying to strengthen the colonies of the local government of the Coalition, a vassal of the Empire. Unfortunately the challenges will not be few; Rebels, pirates, cultists, and xenos threaten Imperial control. ARMAGEDDON Items - 3850 Structures - 1130 Walls - 197 Lights - 443 Cast shadow lights - 16 Suitable size crew - 12 to 25 Tested and balanced: I played it on campaing using a lot mods with 20 players without problems. If you are interested here the mod collection which i used to play with “https://steamcommunity.com/sharedfiles/filedetails/?id=2958566015” FEATURES Emergency light system: If you see emergency lights there is an emergency if you don't see any light you are in real problems. Shuttle and escape pod: A transport pod suitable to support exterior missions and a drop pod to escape in case everything fails. You have a particular radio Armageddon-Transport pod to use in case you can't comunicate with normal radio. Coilguns are near to periscopes: So there are different weapons batteries rooms around the ship. Batteries back up: There is a lever in the reactor room which you can toggle to activate batteries. Turn on batteries will force the reactor off, also the oxygenator will force off. Rol enviroment: Rol doors, decoration, special rooms (look them in game), etc. Bot friendly: You can play with bots toggling a button on the command room to enable every rol door. Eliminate the heresy and kill xenos on this cold waters, For the Emperor Armageddon, warhammer 40k, huge, big, roleplay

8,258 pobrań Szczegóły →
Baroverhaul Immersive Ignitables Patch – Barotrauma Mod

Baroverhaul Immersive Ignitables Patch

przez 76561198041235727

LOAD ORDER IS IMPORTANT WORKS FOR BOTH CLASSIC AND CURRENT BAROVERHAUL From top to bottom - Baroverhaul Immersive Ignitables Patch - Immersive Ignitables - Baroverhaul

12,248 pobrań Szczegóły →
Better Vanilla Weapons – Barotrauma Mod

Better Vanilla Weapons

przez 76561198076902786

In order to balance vanilla weapons for more comfortable use, a better position in the hands and the presence of a much-needed flashlight, the following changes have been made: "Alien Pistol": - is now a full-fledged two-handed weapon; - removed the appearance of "Psychosis" when using; - increased damage; - increased rate of fire; - added the effect of sparks on hit; - now there is a crosshair; - changed the capacity indicator to that of the batteries; - the alien battery is now disassembled into fulgurium (depending on the state) and dementonite (in any case); - new sound of shooting; - added switchable flashlight; - can now be reinforcemented in the fabricator (to increase the quality level). "Harpoongun": - slightly higher rate of fire; - only 1 harpoon is displayed on the weapon itself, instead of a mash of 6 pieces in a row; - all harpoons can now be stored in the tool belt and storage containers; - Increased stack size to 8 - added switchable flashlight. Revolver: - added the sound of the trigger cocking after each shot; - added switchable flashlight; - can now be crafted in the fabricator. "Handcannon": - added the sound of the trigger cocking after each shot; - added switchable flashlight. "SMG": - reduced camera shake from shots; - Magazines for the SMG now stack up to 2; - added switchable flashlight; - can now be crafted in the fabricator. "Deadeye Carbine": - adjusted the position in the hands; - reduced camera shake from shots; - added switchable flashlight; - can now be reinforcemented in the fabricator (to increase the quality level). "Shotgun and Boom Stick": - added switchable flashlights; - The shotgun can now be crafted in the fabricator; - The Boom Stick can now be reinforcemented in the fabricator (to increase the quality level). "Assault Rifle": - adjusted the position in the hands; - can now be carried in inventory and put in lockers; - Magazines for the Assault Rifle now stack up to 2; - added switchable flashlight. "Autoshotgun": - can now be carried in the inventory; - added switchable flashlight. "Rapid Fissile Accelerator": - can now be carried in the inventory; - added switchable flashlight. "Grenade Launcher": - can now be carried in the inventory; - added switchable flashlight; - can now be crafted in the fabricator. "Bandolier": - Now can be carried in inventory but not held in hands; - increased capacity from 4 to 6 slots. A version of the mod with a standard heavy weapon carried only on the back: https://steamcommunity.com/sharedfiles/filedetails/?id=2657155358

9,015 pobrań Szczegóły →
[DEAD] CC's UAPM [building] – Barotrauma Mod

[DEAD] CC's UAPM [building]

przez 76561198282947402

Updated and combined version by SydWad Обновленная и объединенная версия от SydWad'a

8,675 pobrań Szczegóły →
Sellable Submarines – Barotrauma Mod

Sellable Submarines

przez 76561199186525066

Now you can sell your subs Mod require c#, works in multiplayer Subs are sold with a 10% discount + repair cost Source code

12,795 pobrań Szczegóły →
Tweaked Glowlers – Barotrauma Mod

Tweaked Glowlers

przez 76561198860148650

To be brief: Do this mod work in the current version? I have no idea :) Makes small changes to glowing items, such as their HP and hold positions. Also adds a flare gun and different colours of glowsticks. More specifically: The 2 flare variants now slowly sink in the water and can be used as ammo for the flare gun. Normal flare survives 3 hits from a mudraptor. Alien Flare survives 5 hits from a mudraptor. Flares now burn out from existence when their condition is 0%. Glowsticks now slowly float upward in the water. Glowstics now can be equipped on a weapon like a flashlight. Glowstics survive 2 hits from a mudraptor. There are now 4 variants of glowsticks: normal, green, red, and blue. You now hold the glowers at their handle. That's all. Happy glowing 🤡

11,928 pobrań Szczegóły →
[Deprecated] Unlimited Tool – Barotrauma Mod

[Deprecated] Unlimited Tool

przez 76561198341266480

Deprecated, please use Unlimited Items Added the following items : - Toolbelt Mk.2 : The improved Toolbelt can carry most items, and the slots are increased to 30. - Artifact Transport Case Mk.2 : The improved Artifact Transport Case has 6 slots. - Welding Tool Mk.2 : The improved Welding Tool is safer and more efficient, single holding. - Plasma Cutter Mk.2 : The improved Plasma Cutter is safer and more efficient, single holding. - Unlimited Welding Fuel Tank - Unlimited Incendium Fuel Tank - Unlimited Fire Extinguisher - Unlimited Oxygen Tank - Unlimited Oxygenite Tank - Unlimited Fuel Rod - Unlimited Fulgurium Fuel Rod - Unlimited Thorium Fuel Rod - Unlimited Battery Cell - Unlimited Fulgurium Battery Cell Support Languages : - Simplifed Chinese - Traditional Chinese - English - Japanese - Russian - French (Thanks to - ̗̀ Milix ̖́-)

8,425 pobrań Szczegóły →
Modular Backpack (Forked) – Barotrauma Mod

Modular Backpack (Forked)

przez 76561197970725190

Original mod by Ledoux - https://steamcommunity.com/sharedfiles/filedetails/?id=2964144541 A simple edit to remove the massive amount of always status effects which cause horrendous lag once everyone got a bag and/or extra bags were used for storage. As this mod was released before backpacks dropped with the assistant update and has since been a go-to and silent killer of campaigns due to the intense lag it creates mid to late game along with other mods, especially those with high item count, status effect and/or afflictions. Replaced Weight affliction stacks with a with a singular movement penalty when worn along with flattening the bonus and penalty to skills. Very heavy packs are just generally slower but generally packs should feel closer to vanilla backpacks. 1/11/2025 Changed ALL of the sprites to be divisible by 4 so they no longer create lag trying to load dozens of uncompressed .png files!!! All backpacks reduce movement speed (might separate walk/swim later) and propulsion speed when using a scooter. Heavier bags have a small flow resist bonus as well. Standard backpack is less than the assistant backpack and each item added reduces speed and adds buffs/penalties having a holster of any type reduces propulsion by 5% while a heavy holster affects movement speed as well. Overlap of skills does not provide a huge stacking bonus or penalty as overlap is taken into account. Re-breather has 10% lacerate, bite and blunt protection due to its solid frame and additional head protection. Its still kind of meh but it isn't particularly slow and has flow resist. Scooter packs have better propulsion penalty modifiers than standard packs due to being aquadynamic. Bags typically give +/- 5 in a skill or a small repair speed buff penalty depending on size and type. Removed Toolbelt and Weaponmount changes.

13,268 pobrań Szczegóły →
Enhanced Armaments + Fuel for the Fire Hazardous Reactors Patch – Barotrauma Mod

Enhanced Armaments + Fuel for the Fire Hazardous Reactors Patch

przez 76561198021480954

Thanks to SCP-966-1, creator of Enhanced Armaments, for helping me out once again. This allows the natively Rad-Resistant suits to sustain some waste exposure from Hazardous Reactors. New FFE adaption changes the Powered Exoskeleton to run off of batteries, similar to the Exosuit. Use one or the other. Non-FFE Version. Load this before Enhanced Armaments to let it override and take effect. 'Das it.

9,630 pobrań Szczegóły →
EK Vega Mk-I – Barotrauma Mod

EK Vega Mk-I

przez 76561198059085511

Do not send 'community awards'. Until the new system is fixed, there is no point in sending awards to community items. EK 'Vega' Mk-I Heavy Combat Shuttle A campaign submarine dedicated to "very small crews". Despite it's size, it has most of the equipment needed for campaign. Made this as a little break from doing large submarines, and based off of comment suggestions. "A nimble strike craft designed by the Europan Independent Marine for use as a high speed escort, attack, and marine boarding vessel. The Vega class is extremely heavily armed for it's size, with it's most notable armament being a large chin mounted flak turret. It's substantial weapon load comes at the cost of most crew amenities, possessing only basic on-board medical & fabrication facilities. However it's survivability is somewhat improved by a deployable repair-foam system." Role: Scout ( Patrol / Shuttle / Strike-craft ) Tier: 2 Price: 18,000 Mk Recommended Crew: 3 - 5 Size: 24x7m Horizontal Speed: 28 ( 32 with upgrades ) Vertical Speed: -19,26 Cargo Capacity: 4 Boxes Magazine Capacity: 12 Shells, 18 Boxes Vessel Strength: Medium Vessel Maintenance: Low / Small-Crew Recommended Difficulty: Medium Recommended Crew Experience: Experienced Notable Features: - Under-deck ballast - Repair-foam system - Small engineering room - Small medical closet - Small weapons locker - Docking port power transfer - Drainage duct system Weapon Systems: - x1 Flak Cannon (Heavy Turret-Mount) - x2 Coilgun (Turret-Mount) - x2 Empty Hardpoint (Turret-Mount) - Depth Charge Launcher (Fixed Mount) Lever in upper airlock toggles docking port charging/discharging. Lever in command activates foam canisters. Stock Reactor Controller Trim: 0.02 - 75 Stock Battery Controller Trim: 101 - 15 I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented? -with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now. ( Also expect that potential "EK mods remaster" to not happen after all )

12,150 pobrań Szczegóły →
THG Armory - 'Vanilla' Ancient Armory Pack – Barotrauma Mod

THG Armory - 'Vanilla' Ancient Armory Pack

przez 76561198148077514

Adds a variety of ancient-themed armors, roughly balanced to vanilla, anf tailored to - try at least a bit - to fit with vanilla's overall graphical style. THE RUNBOWN: Horned Brass Helmet & Visored Brass Helmet Vintage brass helmets from ancient Terra, more relics than practical equipment, though protective against physical trauma nonetheless. Brass Armor A protective cuirass of ancient brass, still quite protective and visually striking, but very very old. Ornate Brass Armor A very ornate suit of ancient brass armor, sold by coalition military collectors with very high relations. More protective than a regular cuirass. Ornate Brass Helmet A very ornate, full-head, plumed brass helmet, sold by coalition military collectors with very high relations. Ancient Oni Armor & Helmet Fancy samurai armor made by ancient Terra craftsmen, which somehow found its way all the way over to europa. It's not as protective as most armors outright, but inspires great courage and a frenzy of speed in its wearer. High-ranking Sepratists often collect, and sometimes sell, these suits. Cuirass A simple plate metal cuirass, protects the vitals very well against physical harm while keeping the limbs free, thus remaining unencumbering. Chainmail Hauberk A protective body suit of interlocked metal rings, providing great, relatively flexible protection against lacerations and bite wounds, though encumbering the wearer as well. Tachi A deadly, extremely long razor-sharp single edged sword of ancient design. Deceptively lightweight, though it's length and lack of stopping power make it a poor choice for the cramped interior of a subarmine. Wakizashi A short, lightweight, single-edged sword which inflicts great bleeding wounds and is fast to swing, but struggles against armor. Tanto An extremely short, single edged thrusting dagger, designed for delivering quick stabs. Has a chance to inflict critically bleeding wounds and stabs very fast, but lacks any real stopping power. Sai A thin, spiked dagger designed for parrying and delivering deep wounds through thick armor. Has great armor penetration and decent speed, but is less damaging, except for when it deals critically deep wounds. Longsword A long, double-edged sword, relatively well suited for swinging against plate armor thanks to inherit heft, but a poor choice for the confines of a submarine. Shortsword A short, double-edged wide sword designed to deliver debilitating stabs against unarmored targets. Slower than most stabbing weapons, but great against light armor. Arming Sword A mid-sized, double-edged singel handed sword, well tailored for armored combat, but slower to swing than some alternatives. Ancient Spear An extremely long, wood-shafted spear. Deals deep wounds at long reaches, but is slow to use and potentially difficult to use in confined areas. Mancatcher A unique polearm, designed to stun and incapacitate opponents by holding them down (repeatedly smackin' em) while someone else, ideally, puts them in shackles. Alternatively it can be used to keep beasts as large as Mudraptors in stunlock, though it's fragile mechanism breaks after a good beating. Medieval Crossbow An ancient style of crossbow. Doesn't have an overt amount of draw power, but fires a single crossbow bolt a rather decent distance, and works as well in air as in water. Crossbow Bolt A simple metal crossbow bolt. They can be stacked to a larger degree than harpoons, but are somewhat less damaging. Chitin Crossbow Bolt A sharp, lightweight bolt crafted from orange boy chitin. Deals great bleeding wounds on account of it's jagged nature. Explosive Crossbow Bolt A crossbow bolt tipped with a miniature explosive and detonator. Cheaper to produce in bulk than explosive harpoons, but a bit less powerful, and it doesn't travel quite as far as lighter bolts.

9,319 pobrań Szczegóły →
Alto saxophone – Barotrauma Mod

Alto saxophone

przez 76561198062905334

Alto saxophone with 4 songs and song for clowns (not tested).

7,740 pobrań Szczegóły →
Dead Space Uniforms – Barotrauma Mod

Dead Space Uniforms

przez 76561198086333628

Thanks to my husband playing the Dead Space Remake he made plenty of reference photos of almost every armor/uniform that we could add to Barotrauma. (Play it if you can. It improves on the original in every way possible.) We try to update this mod regularly but it depends on how busy we are. Thank you for your understanding! ___________________________________________ If you would like to see Dead Space weapons in Barotrauma, check out this cool mod by HSCHP: https://steamcommunity.com/sharedfiles/filedetails/?id=2982695774 ___________________________________________ *** KNOWN ISSUES *** With the full release of Barotrauma the bots no longer keep the helmets during flooding and instead replace them with diving masks. However, they will later re-equip themselves with the helmets. Other than that the mod still works perfectly fine, you just need to be careful about the bots' oxygen like you would normally. We currently do not know how to change the bots' behavior, but we are still looking for ways to fix it. We are sorry for the inconvenience. Temporary fix: There is now a version of each helmet with oxygen and one without. If you play with bots we recommend to equip them with the normal helmet and to add the diving helmet in their inventory since it's supposed to replace the diving masks. Player characters can wear the diving version just like before the update and there shouldn't be any problems. ************************************************************** Uniforms currently added: - Captain Uniform - Scientist Uniform - Soldier Suit, Soldier Helmet + Clawmark Helmet (Level 6 Suit) - Ishimura Engineer Suit - Miner Suit (Level 5 Suit) - Venture Suit - Special Forces Suit (Original Dead Space Soldier Suit) - C.E.C. Security Leader Uniform (Hammond's Uniform) - Titan Security Suit - Head of Titan Security Uniform (Victor Bartlett's Uniform) - Advanced Security Suit (Isaac's Variant) - Tau Volantis Arctic Suit (Carver's Variant) - Unitologist Leader Uniform (Jacob Danik's Uniform) Lots of uniforms in progress! Feel free to tell us which uniforms you would like to be added! *** THIS MOD IS NOT BALANCED FOR PVP *** This content is strictly forbidden to be posted or used for other mods without permission. Original Idea & Virtual Photography: Predalien7809 Original Artist/Editor & Programmer: Judrl

8,984 pobrań Szczegóły →
deus ex machina 机械降神·心愿罗盘 萌化外骨骼Exosuit – Barotrauma Mod

deus ex machina 机械降神·心愿罗盘 萌化外骨骼Exosuit

przez 76561198366523132

机械降神·心愿罗盘 “永远不要背叛它,否则会发生你最害怕的事情” 这是一款新型外骨骼mod 其中包含两种职业的机娘,她们有各自擅长的领域和特殊能力,并且全部配备了声纳功能 塞壬型机娘·桃乐丝 拥有媲美锤头煞的游泳速度,食用一整块锤头煞肋排后可以使用塞壬之歌,为人类提供活力和急速,清除并免疫精神病,轻型机体使其防御力堪忧,减弱了使用武器的能力,插入雷素电池后大幅提高移动速度 近战伤害和远程伤害-30% 收容型机娘·索菲亚 身体可以安全高效的收容多个异星遗物,插入异星电池后可以释放EMP攻击,插入雷素电池或异星电池后大幅提高移动速度 闲置状态 别担心,她们会自己找乐子 系列mod https://steamcommunity.com/sharedfiles/filedetails/?id=3393808508 https://steamcommunity.com/sharedfiles/filedetails/?id=3395876305 https://steamcommunity.com/sharedfiles/filedetails/?id=3403727681 以MKSERY的“Better Exosuit with Platform 外骨骼优化和置物架”mod为基础进行修改 https://steamcommunity.com/sharedfiles/filedetails/?id=2920285952 Deus Ex Machina·wish compass “Never betray it, otherwise the thing you fear the most will happen” This new type of Exosuit mod It includes two professions,They have their own areas of expertise and special abilities,And all equipped with sonar function SirenTypeGynoid·Doris Swimming speed comparable to Hammerhead,After consuming a whole piece of hammerheadibles, you can use the Siren Song,Providing Hyperactivity and Vigor for Humans,Eliminate and immunize against Psychosis,The lightweight body makes its defense capabilities worrying and weakens its ability to use weapons,After inserting the Fulgurium Battery Cell,the movement speed is significantly increased Close combat damage and ranged damage-30% ContainTypeGynoid·Sophia The body can safely and efficiently contain multiple Alien Artifacts,Inserting Alien Power Cell can release EMP attacks,After inserting the Fulgurium Battery Cell or Alien Power Cell, the movement speed is significantly increased IDLE Don't worry, they will find their own fun Series mod https://steamcommunity.com/sharedfiles/filedetails/?id=3393808508 https://steamcommunity.com/sharedfiles/filedetails/?id=3395876305 https://steamcommunity.com/sharedfiles/filedetails/?id=3403727681 Modify based on MKSERY's "Better Exosuit with Platform 外骨骼优化和置物架" https://steamcommunity.com/sharedfiles/filedetails/?id=2920285952

12,351 pobrań Szczegóły →
Immersive Sonar UI - EK Compatibility Patch – Barotrauma Mod

Immersive Sonar UI - EK Compatibility Patch

przez 76561198044041937

Compatibility Patch Makes navigation terminals from any EK mod compatible with any version of Immersive Sonar UI. Universal This patch is also universal which means it makes the terminals compatible with any sonar mod that changes the vanilla sonar automatically, not just Immersive Sonar UI and Real Sonar. So you should be able to use this patch with any other sonar mod of your choosing and it should work with any variant of EK, as long as this patch is placed above your EK mods. This mod can technically also be used without the EK and/or sonar mods to just add the EK terminals to your game. Load Order: - Immersive Sonar UI - EK Compatibility Patch - Any Sonar Mod (optional) - Any EK Mod (optional)

11,032 pobrań Szczegóły →
Admiral Job (指挥官) – Barotrauma Mod

Admiral Job (指挥官)

przez 76561199007237463

The admiral job is an alternative for those who find themselves always playing Captain. With a focus on creating a unique experience as a captain (who can also be a security officer or medic), the admiral features unique talents that will create an enjoyable experience. 指挥官是潜艇的军事领袖,与舰长协同工作以管理潜艇并打败入侵的野生生物.海军指挥官接受武器和医疗技能的培训,完全有能力驾驶潜艇. FEATURES: Unique talents with special effects and new items Specialization, enabling the Admiral to take on a new role based on the crew's needs New Items Fret not, for this class is balanced! No worries about ruining your game's balance The Admiral job is adaptable. The admiral can take the captain job if there isn't one, or can take on a different auxillary role, based on the crew. Huge thanks to Emc_K for creating a Chinese translation of the mod. If you'd like to be able to hire the admiral job in the HR manager, use my Global Job Patch mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2957836561 If you encounter bugs or have suggestions, send them to the discussions tab.

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Dolphin – Barotrauma Mod

Dolphin

przez 76561198027942101

Designed for singleplayer experiences, the Dolphin is a tier 1 scout-class submarine. It provides a resource scarce challenge to both one-off missions and the start of campaigns, placing decision making and responsibility on it's sole inhabitant. "Dolphin is a civilian vessel that doubles as a mobile home. This mass produced submarine provides adequate living conditions, and comes equipped with a refurbished turret and a military-grade sonar system." - In-game description Notable Features Layout Because the only pump is located in the open-plan ballast, water from the airlock and command room has to be drained by manually opening doors to let the water flow. Both piloting the submarine and operating it's turret can done from a seated position in the command room. Armament and Coverage The singular dorsal coilgun has limited sightlines, serving a more defensive role. Supercapacitor charge capacity is feeble, and needs upgrades to sustain long conflicts. Storage and Equipment While the interior has limited storage capacity, the topside exterior can hold up to two cargo crates for miscellaneous storage and cargo delivery missions. Wi-Fi Channels This submarine does not use Wi-Fi. Trivia - Topside hull is reinforced at the cost of a more vulnerable underbelly. - Manually outfitted supplies include Assistant Clothes and The Sailor's Guide, making more jobs viable to start with. - Due to it's incredibly small size, the submarine will sink when the airlock is filled with water. It is recommended to secure footing on a stationary surface before venturing out. General Information Mobility These are the base values with no submarine upgrades and no performance enhancing character traits. - Ascent: 19 km/h - Descent: 12 km/h - Velocity: 24 km/h Weaponry This is a stock configuration, the weapon is swappable. - Coilgun x1 Reactor These are the base values with no submarine upgrades and no performance enhancing character traits. - Fuel Consumption Rate: 0.1% / second - Max Power Output: 1 250 kW - Meltdown Delay: 60 seconds - Fire Delay: 15 seconds

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U-571 Type VIIC 'GreyWolf' – Barotrauma Mod

U-571 Type VIIC 'GreyWolf'

przez 76561197991963405

U-571 Type VIIC 'Greywolf' U-572 Type VIIC/41 'RedFist' U-573 Type VIIC 'Wolfpack' *In Final Testing* U-571 Greywolf Drone Presenting the latest addition to my 'Nuclear U-571' series, U-571 Type VIIC 'Greywolf'. This time I did my best to get the Aesthetic and 'cramped feeling' of the type VIIC across with much more accuracy, while keeping it as game-functional as possible. This is my last planned design version (although I may make some slight variants) and is the only one I will be updating from now on, as I'm very happy with how it turned out. I've kept as much as possible to default settings, and anything altered was designed to keep in line with defaults (ex: Oxy gen requires 1/4 the power of default, but also generates 1/4 of the output). I've also added mouse-over tooltips wherever I could. All the switches should have them at the very least. If you enjoy this sub, please rate it. Would like this version to get as much traction as the old one. Known Issues: - Docking the drone to the conning tower can get the drone stuck. - Unsure how upgrading electrical systems will affect the automated electrical grid (theoretically there should be no issue). Startup Procedure - Activate Reactor. - Move Fission Rate Needle to approx 15%. - Wait for Temp to rise between Red Arrows. - Activate auto-control. -Features- (moved to a discussion to lessen the wall of text) Tags: uboat, Uboat, UBoat, u-boat, U-boat, U-Boat, U-571, u-571, U571, u571, Greywolf, greywolf

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AeonBeaconStations – Barotrauma Mod

AeonBeaconStations

przez 76561198002170993

A variety of beacon stations for the discerning sailor. Message me if you'd like to get your beacon added.

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Nosophobia – Barotrauma Mod

Nosophobia

przez 76561198208613169

Official Discord Server: Currently in its first alpha iteration. Expect many bugs. The goal of this mod ultimately aims to eventually add semi-realistic diseases into Barotrauma. The most feature-complete part of the mod right now is the fully-fledged husk-infection overhaul, which reworks the infection entirely to have more of a zombie-like aspect while still maintaining balance and the vanilla feel. Keep scrolling to learn more. All of the husk/zombie related content from Demonic Creatures has been moved into this mod, with a bit of a makeover. Diagnosis Procedure: - Blood Extractor: A handheld device that extracts blood from a patient. - Blood Analyzer: Accurately diagnoses a patient from a blood sample. - Blood Centrifuge: Takes scanned blood samples from an analyzer, and outputs a raw viral sample, further used to craft cures and vaccines etc. - A fully functional Lobotomy procedure that must be performed by the patient and a doctor; and is a crude but perhaps necessary 'cure' for Schizophrenia. (side effects may include nausea, seizures, dizziness, partial blindness, full blindness, catastrophic brain damage, permanent sleep, and hallucinations.) Diseases: Rabies Lyssavirus: - No recovery if left unvaccinated. - Rabies is initially contracted by neglecting an infected bite wound from a Tiger Thresher for too long, with a very low chance. - The incubation phase for Rabies is 20 minutes, and lasts between rounds, giving the patient enough time for a doctor to detect the virus and vaccinate them before its too late. - Causes periodic seizures, hydrophobia, and eventually death. Ebola Filovirus: - Very low recovery rate if left untreated. - Causes rapid internal bleeding during late stages, and spreads through direct blood-contact & vomit. - Filovirus Antibodies can be made in a medical fabricator using an infected sample taken from a patient to slow the virus's progression and greatly increase chance of recovery. Flu Influenzavirus: - Very high recovery rate. - The most 'common disease', which rarely causes death and spreads through coughing. - Flu Medicine prevents the virus from spreading via coughing entirely for a while and speeds up patient recovery. Leukemia - No recovery rate if left untreated. - A deadly type of cancer that causes mutations within a patients blood cells. - There is a low chance of contracting Leukemia if your body is subjected to extreme ionizing radiation for a long period of time. - Since leukemia is not a virus, there is no vaccine, so the only viable treatment is to administer rounds of chemotherapy, which may or may not be successful. Diseases that are planned but not fully implemented: Schizophrenia - Currently, there's a 1% chance every 30-120 seconds for someone with Psychosis to get Schizophrenia. - Schizophrenia does nothing right now, and is a placeholder affliction until I start working on it. Currently Improved Psychosis does a better job of what I envisioned schizophrenia, so get that instead. Husk Infection A touch-up to the husk infection as a whole; introducing more horror-like aspects with new sounds and mechanics, while also increasing the overall difficulty. Notable changes to the Husk Infection: - The incubation phase begins at 25%, and the patient will not exhibit any symptoms other than local sound cues. - The transformation threshold happens earlier at 25%, meaning if you are to die beyond this point in the infection, you will always turn into a husk. - At 60%, it finally becomes visually apparent that the patient is infected, and a husk appendage appears in the mouth. - The patient begins periodically vomiting at 65%, with a chance to infect nearby players. However, wearing a diving suit prevents vomit from reaching other players entirely, rendering this symptom non-infectious. Zombie Types Humanhusk: (no image yet) - Regular husks now have two different attacks; biting and punching. A bite from an ordinary husk has a 40% chance to infect, while a punch attack only has a 10% chance. Humanhusksprinter: (no image yet) - Sprinters have lower health, and their main attack is running into you at high speeds, knocking you down and infecting you with a 70% chance. Humanhuskbrute: - Brutes are incredibly dangerous, and should be dealt with as quickly as possible. - Can break into submarines quite easily. - Their objective isn't just to infect their target, but to cause as much physical damage as possible. Humanhusklurker: (no image yet) - Lurkers lack mobility and strength, but make up for it with their high infection rate. - They only use bite attacks and have a 50% chance to infect. Things to note relating to compatibility: - Improved Husks is technically compatible. If you want to maintain most of the function in Improved Husks, then I recommend to put Improved Husks above Nosophobia in your mod load order. Doing this gives Improved Husks priority over the Husk Infection, while allowing you to keep the diseases in Nosophobia. - Enhanced Husks: Same process as above. - Enhanced Armaments (Fully compatible, but there will eventually be a patch that adds more functionality between these two mods.) - Neurotrauma: NT + Nosophobia Patch (ThousandFields) Credits: Laserman: - Created Husk Brute sprite, and helped with some other sprites. ThousandFields: - Created a Neurotrauma compatibility patch. OddBase: - Helped with some spritework, and whispers to me in my head whenever I do something wrong

10,654 pobrań Szczegóły →
Talent +1 Quality for Everyone – Barotrauma Mod

Talent +1 Quality for Everyone

przez 76561198044066389

Makes "Fun With Fission", "Weapon Artisan", "Unlimited Power" and "Extra Powder" give +1 quality to all crewmembers, not just the one with the talent. "Tool Maintenance" is a nice talent. When the Mechanic takes it, every crewmember can then craft tools for +1 quality. So why doesn't the same apply to every other quality talent, huh??? Well, now it does. All talents now apply the +1 quality buff to everyone. The only exception to this is Weaponsmith, because, as a Tier 2 talent, it would hurt game balance a bit - and it would completely overshadow Weapon Artisan as a talent, making it useless. So, now, a Security Officer with Weaponsmith can craft quality weapons early; but the Engineer has an extra incentive to go for the Weapons Engineer talent tree, as their unlock applies to the whole crew. If you're playing a multiplayer game with, say, only 2 people, you won't have to miss out on crafting Masterwork items anymore just because you aren't playing as the class with the talent. If you're playing with a full-human crew, with this mod, you will be able to craft class-specific Masterwork items, such as the Scrap Cannon, the Handcannon, or the Acid Grenade, without relying solely on the Loyal Assistant talent. Compatibility This mod overrides the talents weaponartisan, funwithfission, unlimitedpower, extrapowder, as well as their English descriptions. Any mod that does the same will conflict with this one. Feedback welcome. ^_^ If anyone wants to provide translations for languages other than English, feel free. I'll double-check with an online translator, and then update the mod with the translations.

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