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Barotrauma Mods & Plugins
Russian Meme Ultimate Posters
por 76561199206381275
Данный мод это солянка из всевозможных мемов, от популярных до локальных На данный момент в моде присутствуют 30 постеров в будущем возможно будет больше, если хотите присылайте свои картинки и я их добавлю (но это не точно) Все постеры из этого мода крафтятся [h1][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3044375105]Оригинальный мод[/url][/h1]
wip 2
por 76561199209693288
WIP
por 76561199209693288
Dumpling Rewired
por 76561198103485647
A dumpling is a meal with lots of suprises inside! Hopefully this dumpling is not only appetizing but has everything a crew needs to complete a campaign! Try it out and see how it goes!
Real Sonar Hellcats Edition
por 76561198049967389
Orca2.1
por 76561199067547901
Stargazer
por 76561198319942503
Modified and modernized version of Eyegazer III, with some cool extra features. Made for Oasis and whomever it may concern. Courtesy of Carl C.C. Crawfish!
Dugong_0.1488
por 76561199114566915
Dugong V2
por 76561198870674586
SLOW START WHEN MOVING THEN SOMWHAT FAST SPEED NOT MAX ONLY MAX IF SCARY FIH ATTACK KNOW THAT JOUNKENBOX WILL GO CAPUT AFTER LONGE USE OF MAX SPEED :)
Bad Air
por 76561199064958337
[h1]Bad Air[/h1] You can fight the sea, the pressure and the creatures — but in vanilla you never have to fight the air. [b]Bad Air[/b] changes that. The atmosphere inside your submarine becomes a resource you can foul, lose and die from, and ventilation stops being a system you ignore. Seal a room full of people and their own breath slowly poisons them. Let a fire burn and the compartment fills with smoke that blinds the whole crew and sears the lungs. Take a breach and the breathable air you were counting on bleeds out into the sea. Every round, the air becomes one more thing that can kill you — and one more thing a sharp crew learns to master. [hr][/hr] [h1]What it adds[/h1] [h2]Stale air and CO₂[/h2] Every breath, every fire and every welding torch loads the room with carbon dioxide. Let it climb and the crew slips into [b]hypercapnia[/b] — a flush, a pounding head, confusion, then they go down. A working oxygen generator scrubs the air clean; CO₂ creeps between rooms through open doors and pools low to the floor; a breach bleeds it out to the sea. The moment you lose power or the scrubber breaks, the clock starts running. [h2]Fire and smoke[/h2] Fire is no longer just burns. It fills the compartment with rolling smoke that blocks vision for [b]everyone[/b] — even a diver in a mask — climbs into the rooms above, and chokes the lungs. A heavy dose causes [b]respiratory arrest[/b]: the victim stops breathing on their own and quietly suffocates while you scramble to reach them. Ignore the fire too long and the smoke clogs and wrecks your oxygen generator, killing life support exactly when you can least afford it. [h2]Saving the patient[/h2] A poisoned crewmate isn't a write-off. Hit them with a [b]Liquid Oxygenite[/b] injection for a fast, powerful cure; have them breathe from an [b]Oxygenite Tank[/b] for a cheaper, steady recovery; or strap on a [b]regular Oxygen Tank[/b] to stabilize them and stop the suffocation while you find something better. A diving mask makes anyone immune to the foul air around them. [h2]Flooding takes your air[/h2] A flooding room no longer reads full until your head goes under. As the water rises the breathable air pocket shrinks and runs out faster — so a slow leak is a slow countdown. [h2]A crew that reacts[/h2] Your AI bots understand bad air. They abandon CO₂-choked rooms and pull on diving gear on their own, the same way they react to drowning. [h2]Air you can read[/h2] The navigation terminal's status monitor reports each room's [b]air toxicity, 0 to 100%[/b], shaded green to amber to red — anywhere the sub has an oxygen detector. A sharp navigator can warn the crew before anyone passes out. [hr][/hr] [h1]Good to know[/h1] [list] [*] Synced across multiplayer and saved with your campaign. [*] Translated into 9 languages: English, Русский, 中文(简体), Deutsch, Français, Castellano, Português brasileiro, Polski, Türkçe. [*] A lightweight per-hull simulation that never touches your save format. [/list] Built to make the air the next thing your crew has to respect. Bug reports and feedback are welcome in the comments.
Mettwurst
por 76561199123162812
Scooter
por 76561199643773262
MurdTech - TOLOK
por 76561199239825285
A rather large ""scout"" vessel with insane amounts of firepower as well as a secondary boost engine offering considerable power for quick stops or ramming orders, but do note that the Tolok's shape makes it's top speed limited. The built-in "SuperBrain-500" computing system serves as a quick way to check on the essential systems of the submarine and to purge any ballast in case of flora. Commissioned by [NOT FOUND] to sail the oceans of blood together, 'til the eye ! I made this for the murdtechthalium campaign. It is not, in fact, very balanced. Might make a version that isn't classed as a scout and doesn't have 3 large and 2 small hardpoints on a tier 2. dependencies: RRR, enchanced armaments and NEUROTRAUMA
Clown and Cult Power Injectors
por 76561198294009451
Clown & Cult Injectors injectors that allow players to access Clown Power and Cult (Husk) Blessing without being forced into specific outfits. BAROVERHAUL MUST HAVE FOR CULT PART. ascension is separate mod that you can find https://steamcommunity.com/sharedfiles/filedetails/?id=2962196104 This mod introduces two injectable items that replicate faction-specific passive effects: Honkmother's Spirit Injector Grants access to Clown Power effects without wearing clown gear. Cult Blessing Injector Grants access to Cult of the Husk power effects without requiring cultist clothing. both give special affliction of their respective faction. That affliction will give buff that you can get normally when wearing the armors they last for 1 hour. (3600 -1) you can buy them from husks or clowns or craft with about 250mk worth materials. Gameplay impact * More flexible builds (mix faction buffs with any armor set) * Works with vanilla systems and afflictions Compatibility * Works with most modded affliction systems as long as identifiers remain unchanged * Safe to add/remove mid-save (effects only apply when injected) should work with improved and enhanced husk mods credit: https://steamcommunity.com/sharedfiles/filedetails/?id=3360228866 better drugs for mod idea and its honkium. And placeholder icons.
Carracktransport fix
por 76561199190315384
R-10 Окунь
por 76561198903817391
BrokenDocking
por 76561198968582297
Have you ever needed to dock to a wreck to recharge from it? Or do you play with mods that make changes and need to attach to them? Or maybe you're just tired of broken ports on wrecks? This mod is for you! A simple modification that overrides the old broken port with the same script as the standard port! You'll be able to dock to almost any wreck with a docking port. Warning! This mod disables the rotation parameter on the broken hatch! This may cause related bugs on wrecks!
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