Przejdź do treści

Mody i pluginy do Barotrauma

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.

Mephist – Barotrauma Mod

Mephist

przez 76561198952345850

The Mephist is a lightweight resupply shuttle used by fearless rescue teams to assist and retrieve larger subs in distress. To ensure rapid response times, Mephists are quick, agile, and fitted with instant dock-catching technology. They also come armed with electrical discharge coils for light defence. Specifications Class: Shuttle (respawn ready) Price: 2,000 mk Recommended crew: 1 - 3 Dimensions: 17 x 7 m Max horizontal speed: 27.3 kph Max descent speed: 15.5 kph Armament - 2 discharge coils Features - Automatic docking - Searchlights, forward and aft. - Sub-to-sub communication terminal using long-range WiFi transmitter (713), compatible with other AIC submarines. - Discharge coils for light defence. - Power management switches - Horn to alert subs of your arrival.

4,214 pobrań Szczegóły →
More Icons – Barotrauma Mod

More Icons

przez 76561198018145927

I was going to add a few icons to my submarine, but then I stuck to the AI ​​image generator. Then I cut out the coalition symbols from the original game and generated some more icons... it's been two years... 2026.04 * i edited most of the icon to be better aligned with circle frame, it's not perfect but it's better * i removed fixed frames (if i could) * added frames and backgrounds as saparete items * added more icons * changed all colors to "white" for simplicity and esier coloring in editor, u can now easily bulid your own signs

2,926 pobrań Szczegóły →
Normandy – Barotrauma Mod

Normandy

przez 76561198441728087

SSV Normandy light intel frigate of Systems Alliance, optimized for solo reconnaissance missions deep within unstable regions, using state-of-the-art stealth technology powered by an experimental power core. Сlass: Scout Tier III Price: 75000 Recommended crew size: 3-15 Features: Multifunctional captain’s periscope Convenient captain’s control terminal Ballast tank disinfection system Thanix Heavy cannon Elevator Chiktika drone and Repair drone Kadiak transport shuttle Item transfer system Significant quantity of cabinets Watering system for garden This mode completely disables any water current in game, doe to large quantity of hull elements, getting into a current leads to a critical drop in performance. Before starting to work with the captain's terminal, it is recommended to reset the position of user interface elements using the cogwheel at the top left of any element. List of mods whose ideas was used https://steamcommunity.com/sharedfiles/filedetails/?id=2972500944 https://steamcommunity.com/sharedfiles/filedetails/?id=2880947433 https://steamcommunity.com/sharedfiles/filedetails/?id=2829038684 https://steamcommunity.com/sharedfiles/filedetails/?id=2151428187 https://steamcommunity.com/sharedfiles/filedetails/?id=2961643561

3,335 pobrań Szczegóły →
NT: Immune System Extended (OBSOLETE) – Barotrauma Mod

NT: Immune System Extended (OBSOLETE)

przez 76561197978875173

This made is not compatible with the current version of the game, and the current version of Neurotrauma. It hasn't been updated since 2022, and I'm not currently playing Barotrauma anymore. Thank you for your understanding. If you ever end up fixing this mod, you are most welcome to upload your version of it! Immunosuppressants fixed! Now compatible with anything affecting immunity. This is a Neurotrauma expansion. Neurotrauma is a hard-requirement. There might be balance issues. This is pretty much a beta version of this mod, and there are more features I'd like to add. If you are running it, feel free to comment regarding balance. NT: IMMUNE SYSTEM EXPANDED NTISE expands the Immunity of Neurotrauma! It rebalances internal afflictions by making your immunity similar to a shield that will battle against illnesses. It initially is dormant, but when your body gets sick, it slowly wakes up and start to cure you - damaging itself in the process until it is rendered empty and useless. When you don't have any afflictions triggering your system, it will VERY slowly grow back to full health. (Can take from 10 to 15 minutes, if it is entirely depleted) This doesn't actually change the gameplay, but more the meta surrounding it and allows the player to have a bit more faith that his human body can take a beating. Well, an internal one at least. Why? If you feel like a human shouldn't die in 10 minutes because he got zapped trying to fix a wire and got sepsis from it, essentially. Humans are hard to kill. NTISE doesn't make you immortal or remove the inherent complexity of NT, it gives you an important part of being a human fighting an affliction: -sometimes, you are sick and after some rest you are fine -sometimes, you are sick and it drags on until it gets worse This rebalance of the immune system can give you a bit of leeway to get out of a bad spot. No antibiotics? Maybe you can - feverish and unhealthy - still drag it out to the next outpost where maybe you can buy some or get healed. A small scratch that gets infected during an emergency? It should take more than that to kill a grown man (most of the time). No longer will a small infection take you out if you're not treated as soon as it gets inflammated. You should still get it treated by a medic, but you can ignore it if you want - at the cost of your immune system. Does it render the medics useless? No. It does nothing for the vast majority of the afflictions. In this current version, it only affects the following: - sepsis - bloodloss - acidosis - alkalosis - infectedwound - gangrene The immune system doesn't react equally for all those afflictions. For some, it triggers at more advanced stages, for some it reacts early. Some, it can cure entirelly, some it will only tone it down. And even for those afflictions, it is still better to go see a medic rather than let your immune system handle it. After all, it might not be enough, or you might need it later and not have it. It is not a crutch that you should constantly use, but a last resort that might save you. It doesn't make sense that sepsis is included because sepsis is actually caused by th- Lmao nerd. Others: The mod is serverside, and configurable. There are settings in humanupdate.lua that you can edit. Those settings include the speed, regeneration rate, strength, costs, and afflictions targeted by the immunesystem. The current balance of the setting is geared toward being able to mostly deal with anything if it's early enough and not too bad, but takes a very long time to grow back to full. This mod doesn't affect afflictions, only the immunity update function. It can probably easily be made to include new afflictions made by another NT:Expansion. For reasons, this is not affected properly by "giveafflictions". There is a command name "giveimmunity" that you can set the value of your current character's immunity. FEATURES TO COME: - Items to boost the immune system (medical and non-medical) - Encourage the player to lie down in beds with a boost to the immune system - Long term debuffs and or scars if the player abuses the immune system and depletes it entirely - Make "giveimmunity" cmd able to design players by name - Convert the immunity dormancy rate and future rested state to afflictions, so it is kept between saves/rounds CURRENT ISSUES: - Immunosuppressants (azathioprine) won't work. Simply not implemented yet. FIXED.

2,097 pobrań Szczegóły →
Touhou Fumo – Barotrauma Mod

Touhou Fumo

przez 76561199133009247

There are 34 touhou fumos in this mod.

3,374 pobrań Szczegóły →
Many Trolleys – Barotrauma Mod

Many Trolleys

przez 76561198024856832

Tired of hauling ass across your submarine to carry those seventeen hundred coilgun ammo boxes your security officer bought at the latest station? Did you just rob a freshly made pirate wreck and got a ton of items? Do you just want to keep your hands busy? Introducing: TROLLEYS This mod adds four working trolleys to the game. Every trolley can carry a few portable containers or ammo boxes, depending on its type. They can be crafted at any fabricator, getting more expensive with each "tier". Currently, there are: Light Trolley - three toolbelt/storage container/backpack slots, one ammo box slot. Slows you by 15% while in water. Medium Trolley - four toolbelt/storage container/backpack slots, two crate slots and two ammo box slots. Slows you by 10% on land, and by 45% in water. Heavy Ammunition Trolley - eight ammo box slots, one toolbelt/storage container/backpack slot and one crate slot. Slows you by a lot! You move 35% slower on land, and 75% slower in water. Nobody said this thing was lightweight. Clown Cart - one toolbelt/storage container/backpack slot and one ammo box slot. No speed debuffs, but needs banana peels. Also you can climb in it. The mod shouldn't be overriding anything. This mod was heavily inspired by this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2981256960. If you want an easier crafting recipe or don't want to mix and match equipment slots, please check it out! Supported languages: EN, RU.

3,559 pobrań Szczegóły →
PAZ-3204 (ПАЗ-3204) Shuttle and PAZ Station – Barotrauma Mod

PAZ-3204 (ПАЗ-3204) Shuttle and PAZ Station

przez 76561198813462858

Просто обычный челнок-пазик, на котором теперь еще можно и плавать Характеристики: - Вертикальная скорость: 18 км/ч - Горизонтальная скорость: ~100 км/ч - 1 ядерный реактор Также в комплект входят: боевая версия с цепной пушкой, обломки пазика и большая подводная лодка с тремя дронами-пазиками для (достаточно) безопасной разведки Вдохновлено вот этим: https://steamcommunity.com/sharedfiles/filedetails/?id=2719919983

2,675 pobrań Szczegóły →
Useful Trash Can – Barotrauma Mod

Useful Trash Can

przez 76561198059284214

Добавляет мусорку которая удаляет вещи. Крафтится из куска пластика и стали. Можно поставить куда душе угодно. Линкаешь к кнопке и нажимаешь чтобы активировать или деактивировать ее. Она начнет мигать красным если она активна и перестанет если деактивирована. Если она не активна то и удалять ничего не будет. Эта фишка для для безопасности чтоб ненароком не удалить чего лишнего. Если надо переставить то можно ее снять гаечным ключем. Это НЕ замена ванильной мусорки, это новый предмет, просто с ванильной текстурой.

3,110 pobrań Szczegóły →
Wiring permissions – Barotrauma Mod

Wiring permissions

przez 76561198113682835

Ever wanted to allow rewiring stuff only to trusted people? Thats what this mod allows. This is Serversided Lua mod which adds per player wiring permissions to Barotrauma. These permissions also get saved and become part of your normal permissions config file. Clients joining your server don't need to have clientside lua or even have this mod enabled for it to work. This mod does not override enabled "Lock all default wires" or disabled "Allow rewiring" settings in Server Settings > Anti-Griefing. These options would still lock wires and prevent everyone from rewiring. THE INTENDED CONFIGURATION WITH THIS MOD IS "Allow rewiring" Checked "Lock all default wires" Unchecked To change client wiring permissions use: giveperm "PlayerName" ChangeWiring revokeperm "PlayerName" ChangeWiring This mod prevents and logs: Adding new Wires and Rewiring Deattaching electrical components Changing properties of electrical components Changing anything inside of a circuit box Only applies to friendly submarines/outposts, meaning players can still repair beacons or loot wreck electronics without needing permission Mod provides clientside integration with vanilla interface for the new permission. If you have clientside lua then mod fully mimics how vanilla permissions behave, without clientside you can still use console commands above but new permission would not be visible in any menus. Menus such as manage menu, permissions changed announcement, and tab has a star if player has this permission. These additions are purely visual and mod would still 100% work without clientside lua. This version of the mod would be visible in server modlist and joining clients would download it. If you want to host vanilla server without it appearing in modlist you can use Serverside Only Version If you also directly install Lua for Barotrauma you can have Vanilla appearing server in browser with this still enabled. Soucecode: https://github.com/Ydrec/Baro-wiringpermissions You are free to do pull requests if you wanna change/fix the mod Edorsments: Luatrauma Discord: https://discord.gg/f9zvNNuxu9

4,150 pobrań Szczegóły →
[KS]Alcyone-MKX – Barotrauma Mod

[KS]Alcyone-MKX

przez 76561198947868885

I'm so glad my international friends enjoy this submarine too! I've already created an English version of this submarine. here's a simple explanation in English suitable for someone who needs to understand the gist of something translated by AI and might not be perfectly accurate Alcyone-Class Battleship Alcyone MKX Modified - Flagship Named after Alcyone, the brightest star in the Pleiades cluster, boasting powerful overclocking capabilities and a graviton system. As a modified vessel, it features an experimental graviton jump engine and event reporting capability. Compared to the original design, balance adjustments have been implemented to prevent excessive power creep (being overpowered). █ Available for Purchase as a T2 Attack Submarine in-game █ Possesses approximately T4 equivalent firepower in standard mode █ Strength increases with voltage elevation in overclocked mode █ Overclocked mode unlocks graviton emission restrictions, allowing use of the experimental jump engine and hypergravity cannons. █ Main Specifications:</h1> Collision Volume: 60 x 12m External Dimensions: 77 x 21m Component Count: 1400 – 1500 Includes Modules: Main Hull + Multi-Functional Support Craft Price: 13,140 Marks █ Bridge Primary Functions:</h1> █ Navigation Terminal ① Rapid Dive: Uses the central hall and hydroponics bay as ballast tanks to accelerate descent. ② Activates graviton jump engine (accompanied by a warning message upon activation). ③ Deploys depth-loaded torpedoes. █ Terminal Sets reactor overclocking mode voltage multiplier. █ Bridge Display: Reactor Overclock/Energy Saving Mode Toggle Switch Hull Monitoring and Hypergravity Cannon Targeting System Full-Ship Perimeter Biological Detection Hypergravity Cannon and Jump Engine Status Display Main Gun/Support Craft Control Systems and Access Control System Point Defense Turrets/Electromagnetic Coil Auto Mode Toggle █ Detailed Specifications</h1> Weaponry:</h2> █ Electromagnetic Cannons x 4 Uses Exotic Battery (no consumption) + Electromagnetic Ammunition Box in alternating bursts. The ammunition box will only be used if the ammo is depleted, sharing a single power circuit between sides. The upper and lower pairs automatically adjust vertically based on gun sight direction. █ Composite Main Cannons x 2 (Railgun + Rapid-Fire Cannon) Railgun: Double-tap to trigger; requires waiting for capacitor recharge; construction platform located at the loading position. Rapid-fire cannon: Hold down to trigger, using nuclear fuel rod ammunition (no consumption); firing rate determined by overclocking voltage. Upper and lower pairs automatically adjust vertically based on gun sight direction. █ Hypergravity Cannon This ship’s axial armament; fixed range; possesses a long charging time and immense power. Primarily causes deep tissue damage; requires graviton charge to be 100% for use, consuming all reserve energy. Charging speed is determined by overclocking voltage (accompanied by a warning message upon activation). Reactor:</h1> Default values have twice the output and twice the consumption of the original reactor. Issues a warning message every 10 seconds when fuel drops below the critical point (10%). █ Standard Mode: Uses a thermoregulated core for normal operation at 1x voltage. █ Overclocked Mode: Voltage overclocking is implemented by setting a multiplier via the bridge terminal (with an actual upper limit). High voltage settings maintain full reactor output allowing rapid production of depleted uranium. Main gun laser firing rate is only unlocked in overclocked mode. █ will affect the following systems: Composite Railgun (increases laser recharge speed) Graviton Charge Acceleration (usable for hypergravity cannon and jump engine) Conventional Engines (increased speed) Ballast Pump (increased draining speed) █████【WARNING】█████ When utilizing gravitons (activating the hypergravity cannon or jump engine - accompanied by a warning message), the graviton reactor containment bay will generate powerful attraction and cause significant damage. Overclocked mode may risk damaging the docking station if the voltage is too high during docking. Please switch to energy-saving mode immediately after docking (or set the voltage to maximum). Speed and Armor:</h1> █ Speed: Speed ≈ 33 km/h (maximum of 50 when overclocked) Surface speed: +19 km/h, Submerged speed: +19 km/h (increases to 25 with the flood valves open) █ Armor: Standard 250 + 100 plating. Numerous normally-closed automatic watertight doors periodically close upon water ingress. Hull compartments are effectively segmented by multiple bulkheads. Other:</h1> Support craft modified from a stainless steel patrol boat, with only minor cosmetic changes Original Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3014307661

3,891 pobrań Szczegóły →
IMC TRADE OUTPOST – Barotrauma Mod

IMC TRADE OUTPOST

przez 76561197998558548

UPDATED: 06/02/2022 (Tuned Capacitors) Search for IMC on the Workshop to see our other designs! All IMC Vessels are Vanilla and use no Mods MC TRADE OUTPOST The IMC Trade Outpost is the first publicly released IMC Outpost. Custom designed with features not found in most outposts and tons of completely unnecessary exterior design elements! Security is well armed and may even use interior micro turrets against you if threatened. Class: Outpost Type: Trade Size: Small Outpost Crew: N/A Experience: Intermediate Cost: N/A Armaments: 4 Internal Security Coilgun Turrets Armed and Armored Security Officers Features: Custom IMC Detailed Outpost Design This is my first outpost. I know very little about customizing it but will be updating it as I learn. Eventually this download will become part of a package of outposts and beacons. Please provide feedback. TO ADD TO GAME: Subscribe and enable. Visit stations in game and you "might" see it. NOTE: Most of the exterior detail will not be visible in-game. At least for now. --------------------------------------------- Thank you for downloading!

2,404 pobrań Szczegóły →
略微放大钢柜和加工台解构仪 – Barotrauma Mod

略微放大钢柜和加工台解构仪

przez 76561199179398603

把原版的大型钢柜、加工台、医药加工台和解构仪UI略微放大,并且适当增加了格子数量,也不至于每个格子过小

4,382 pobrań Szczegóły →
Nemesis – Barotrauma Mod

Nemesis

przez 76561198194587315

100% Vanilla The Nemesis (34,999 marks) is a small sub intended for late-game campaign / PvP missions. This Assault class submarine is equipped with enough firepower to pulverize whatever unfortunate fauna crosses your path on your journey through Europa. While 100% Vanilla, this submarine was designed for a 5 man Barotraumatic Nightmare/Neurotrauma campaign, thus it is not balanced for vanilla Whether they be small or large... Weapons - 3 Coilguns & 1 Double Coilgun - 2 Chainguns - 2 Railguns each with their own compartment! Features Inner and Outer Surveillance System Intruder Siren Upper and Lower Coils Other Features - Automatic Reactor - Ballast Flora Emergency Drain - Extra Power Outlets in Electrical and Stowage - Gunners Sonar and G-Sonar Control Switch - Leak Detecting doors - Organize-able Storage System - Onboard Research Station - Smart Duct Blocks - Intruder Siren Control System - Upper Hatch Lock Things to note - Every gun except the Railguns can hit the ship in order to provide maximum control, if you are running a public server, consider changing the tolerances to avoid griefing - There is a husk egg in the front ballast inside a hidden vent, if you are running a public server, consider removing the egg to avoid griefing - The price is just a suggestion, if you want to change it, you can save a local version with whatever price you want Things I plan to do in the future this is more of a list for me - Re-do all the doors to make them smarter - Re-decorate engine room, ballast tanks, and electrical - Figure out how to stop cargo from spawning in storage racks (agony devs pls fix the tags with storage racks) Feel free to comment any suggestions/issues you may encounter below

2,893 pobrań Szczegóły →
Bigger Railgun Racks – Barotrauma Mod

Bigger Railgun Racks

przez 76561198305312305

This mod add 2 new railgun shell racks to the game, a 5 shell and 10 shell version. -------------------------------------------------------------------------------------- 30 June 2023 - This is not maintained (it never was lol). Please feel free to fork.

2,597 pobrań Szczegóły →
MIDI Instruments [WIP] – Barotrauma Mod

MIDI Instruments [WIP]

przez 76561198441640949

What does it do? This mod allows you to play MIDI files using in-game instruments, synchronized for everyone on the server. Other players will hear your music even if they don't have a single MIDI file! ⚠️ WORK IN PROGRESS ⚠️ This mod is a labor of love developed in my spare time. Expect bugs and occasional note-skipping. Very heavy MIDI might cause a freeze. Github - https://github.com/Figleo/midi-instruments Check the change notes on workshop/github for the latest updates. If you are using Soundproof walls 2.0 add "notes" in xml ignored sounds (For walls muffling) Supported Instruments - Accordion - Guitar with 3 modes (Steel, Acoustic, Fingers soft) - Harmonica New Instruments: - Electric guitar with 4 modes (Classic, Lead, Crunch, Bass) How it Works (Streaming) Only the person playing the music needs to have the .mid files installed locally. The notes are streamed to all other players in real-time. Other players will hear your music even if they don't have a single MIDI file! Features - Your character automatically holds the instrument while playing. - Left-click to temporarily release your instrument to interact with items — the character will resume playing automatically later. - Working perks for instruments while you are playing. Installation & Setup - This mod REQUIRES LuaForBarotrauma. Follow the installation instructions on the LuaForBarotrauma Workshop page. - You also need MIDI Storage installed (it creates the midi folder for you. You can access it from "Folder" button in Midi player). - Enable the Midi Mod: Subscribe to this mod and enable it in Main Menu → Mods. Adding Your Own Music When you pick up any instrument, a MIDI player will appear. You need to click a button "Folder" in the top-right corner. Place .mid files in the folder. Here are the folder paths in case you run into any problems : Windows: C:\Users\\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\3695216167\Midi Linux: ~/.local/share/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/3695216167/Midi Caution, Appdata and .local are a hidden folders. PLAY THE MUSIC! ⭐ Enjoying the mod? ⭐ If you enjoy the mod, feel free to leave a rating! And of course click the "Favorite" button at the top! It helps keep the motivation going for future updates💙 🎖️Special thanks to: blond, Nem4ik, Shine, Lukako, Comrade Leanna, ❀Mercury-sama, Daisy Radwood, Mk08, mr_gubbe, kozak127, Cyanide, wolf, DarkMein, Plag, chilfang, Kala4, Dobonhonkeroo

4,671 pobrań Szczegóły →
Ruin Weaponry Overhaul (RWO) – Barotrauma Mod

Ruin Weaponry Overhaul (RWO)

przez 76561199196122390

This is a mod that expands the types of weapons that can be found in Ruins. These are high damage weapons that are useful against unarmored enemies weak to burn. All the new weapons take Alien Power Cells. Credits: Thy Good Boy for the code I tweaked for inserting ammo. This mod includes the following: Knife Pistol Smg Rifle Heavy Weapon Grenade General Warning, this mod is incompatable with Oasis Mod as it is already integrated with that mod. If any bugs are found it may take some time for me to deal with them. Mod that some code was used from: https://steamcommunity.com/sharedfiles/filedetails/?id=3371925534&searchtext=guns+enhanced ||Id of items: oasis_alienpistol oasis_aliensmg oasis_alienrifle oasis_alienheavygun oasis_aliengrenade oasis_alienknife || https://www.patreon.com/OASIS0460

3,765 pobrań Szczegóły →
[LK]Reactor_Controller based on Temperature by Luka – Barotrauma Mod

[LK]Reactor_Controller based on Temperature by Luka

przez 76561199347925768

Introduction: This controller is theoretically of the best ones after 0.19 version: It adjust its output by adjust its temperature instead of turbine,which gives it the ability to adjust its output rate at the speed of 20%/s,which is 10 times as fast as the cases with no controller at all and 4 times as those traditional controllers who use turbine to adjust output,and could not be quicker after 0.19. Besides,it also perform better than normal temp-control reactors as it would not slow down when the temperature approached the aimed value,at the cost of little oscillation after adjustment. And,it have all virtues a good old controller before 0.19 once had:no power decline in cases with single U rod,no overheat when initialize,no overheat when load far exceeds reactor's maxpower,and no need for calculation and adjustment every time you upgraded your reactor. There may be a little room for improvement,which however would require disproportionate components and efforts. *Here I recommend a more precise one with more components however. *Here I recommend a very more precise one with very more components however.( Instruction After deploying this mod,you can find this component in the "Item Assembly" blank.Then just link up lining as following texts. NOTICE: After installed the controller,reactor may overload the power net for about 10s when initializing.To prevent that from happening ,you shall pull the "turbineoutput"bar apace to max by hand. Link up lines as picture 2. And edit the divide component in the upper left: clamp max=5000/basic maxoutput clamp min=4170/basic maxoutput Both values are only accurate to 0.1,so make the maximum bigger and make the minimum smaller.For example,if you calculated and got 1.343/1.12 as your result,then fill in 1.4/1.1 . Thanks to Yun-Shan's work. There is an alter for reactors in 1.7,which will cause the reactor to be oscillating when start a round. It's hard for me to fix this,so you may support my proposal on github to Fakefish. #15362←*heart. Updated the versions that can automatically shut down in the new round and can restart without overload or overheat, which relatively solves the problem.

3,403 pobrań Szczegóły →
April Tree – Barotrauma Mod

April Tree

przez 76561198216900915

As you can see, this is a sail boat. Apparently, reasonable is not included, there is no such thing here. Monsters can jump onto your ship and you can jump into the ocean (which might lead to the death of both sides). I made this ship for pure fun and chaos and I want to see my friends suffer. Also, the very splendid figurehead and old fashioned lamps were provided by our great wire artist Psyduck, you can find more of his work here: https://steamcommunity.com/id/Psyduckdeluxe/myworkshopfiles/ Have fun with the sail :)

2,595 pobrań Szczegóły →
Atlant – Barotrauma Mod

Atlant

przez 76561198877493083

"Atlant" был доставлен на Европу в качестве исследовательского судна новейшей модели. После того как была потеряна связь с Землей, поставки прекратились, поэтому встретить эту субмарину можно крайне редко на просторах Европы. Несмотря на свои габариты, "Atlant" имеет внушительное вооружение: - 4 магнитные пушки - 2 рельсотрона - 4 разрядные катушки - глубинные бомбы Субмарина оснащена голосовым оповещением экипажа о неисправностях. Характеристики субмарины: Горизонтальная скорость: 25 км/ч Вертикальная: 19 км/ч при всплытии, 13 км/ч при погружении Цена: 12 000 Габариты: 78х15 метров Грузоподъемность: 24 Рекомендуемый размер команды: 2-16 Atlant was delivered to Europe as a research vessel of the latest model. After contact with Earth was lost, supplies stopped, so it is extremely rare to find this submarine in the vast expanses of Europe. Despite its size, the Atlant has impressive armament: - 4 magnetic guns - 2 railguns - 4 discharge coils - depth charges The submarine is equipped with a voice notification to the crew about malfunctions. Characteristics of the submarine: Horizontal speed: 25 km/h Vertical: 19 km/h when surfacing, 13 km/h when diving Price: 12,000 Dimensions: 78x15 meters Load capacity: 24 Recommended team size: 2-16

3,697 pobrań Szczegóły →
Weeb guitar – Barotrauma Mod

Weeb guitar

przez 76561198169985969

Anime guitar with 4 songs, If you want to hear some more song write in the discussion. You can buy it in Cities and outposts at an acceptable price. I've updated another person's mod, so here's the original: https://steamcommunity.com/sharedfiles/filedetails/?id=1771241226

2,421 pobrań Szczegóły →
Lerentine : the clone – Barotrauma Mod

Lerentine : the clone

przez 76561199078413440

Added a boss battle and a recruitable crew member begin with a tsm team ignore the team will begin the boss fight mission line accept the team mission will have a new crew to join you just interact with the strange cargo she has many to learn but after all she is very powerful boss fight mission is start at when you have 100 tsm reputations and in tsm outpost, make sure you look around If you don't want to recruit new crew members, the task will be of lower difficulty. head to the Fortress City of the Sea of Miracles and buy The sword - the Mound from black market Select the dialogue to submit the item, enter the difficult boss battle mode, it cost 200 points of the TSM reputation This mode is extremely difficult and strong weapons are recommended. After defeating her, you will find her at the next non-TSM station. she will join you there. 200-point all-attribute security officer, possessing multiple cross-professional combat skills, various NPC-exclusive bonuses, and an extremely high base health value. cut and no tsm ver: https://steamcommunity.com/sharedfiles/filedetails/?id=3730598871 Is a very powerful character

4,604 pobrań Szczegóły →
Immersive Ammunition Boxes - Ssparky's Gunnery Compatibility Patch – Barotrauma Mod

Immersive Ammunition Boxes - Ssparky's Gunnery Compatibility Patch

przez 76561198044041937

Compatibility Patch Patches Ssparky's Gunnery ammo boxes to work with the changes of Immersive Ammunition Boxes Load Order: - Immersive Ammunition Boxes - Ssparky's Gunnery - Immersive Ammunition Boxes - Ssparky's Gunnery Compatibility Patch

3,441 pobrań Szczegóły →
baroSOMA - Not Updated – Barotrauma Mod

baroSOMA - Not Updated

przez 76561198082053682

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀“Reality is that which, when you stop believing in it, doesn't go away.” Overview baroSOMA is a Total Conversion of Barotrauma into Frictional Games' survival horror "SOMA". It replaces all monsters, missions, music, portraits, and events with custom-rendered sprites from the original game itself. All of the NPCs are fully voice acted/vocalized, making encounters in this mod truly one of a kind. The current version of the mod is an early work in progress, with a large amount of features and additions yet to come. Monster Examples K-8 (KATE) This is one of the 2 drones that can be found near wrecks or ruins. They are passive light-projecting robots that can be harvested for their Structure Gel. WAU Crawler A fusion of man and machine. These hostile robots will target the doors of your sub and break inside very quickly if you don't stop them. Construct These brutish robots take the place of Mudraptors. They have a substantial amount of health, and pack a punch, so take them down before they get inside your sub. Item Examples Structure Gel The Black Blood of the WAU. (Partially implemented) Structure Gel can be planted to produce unique 'pet-like' machines known as Solipsist Spiders. Omnitool (Unimplemented)

1,430 pobrań Szczegóły →
Immersive Diving Gear - EK Compatibility Patch – Barotrauma Mod

Immersive Diving Gear - EK Compatibility Patch

przez 76561198044041937

Compatibility Patch Patches the hardsuits and utility suits from EK Mods to work with the gameplay mechanics of Immersive Diving Gear. Load Order - Immersive Diving Gear - Immersive Diving Gear - EK Compatibility Patch - Any EK Mod

3,157 pobrań Szczegóły →

Strona 68 z 3449 (82,756 wyników)

Serwer Barotrauma z obsługą modów

Uruchom własny serwer Barotrauma w kilka minut.

Wynajmij serwer Barotrauma