Navigation mod for Barotrauma: draws the shape of the level on top of the steering terminal, so the pilot can see the walls, the ceiling, the floor and what is worth stopping for.
- The walls around you, on the steering screen — the terrain near the submarine is drawn as lines over the navigation display, following the sonar zoom of that same terminal.
- The ceiling and the floor of the level — two lines showing how much room is left above and below.
- Sonar-blocking objects — the things that make the sonar lie to you are marked with a cross, so you know where the picture stops being trustworthy.
- Ore near the submarine — mineable ore is marked, so a detour is a decision rather than a discovery.
- One key turns it all off — for when the screen is busy enough already.
- LuaCsForBarotrauma with C# scripting enabled.
- Checked on Barotrauma 1.13.4.0. Nothing is claimed about other versions.
Client-side mod. It works in singleplayer and on any server without being installed there, and it does not sync anything over the network. It only adds lines to your own screen: nothing about the world, the sonar or the crew's view changes.
Download the zip from Releases, unpack the folder into Barotrauma/LocalMods/,
then enable CaptainTerrainHelper in the game's content package menu.
LuaCsForBarotrauma has to be installed with C# scripting enabled, or the mod will not load at all.
All settings are in the game options: the key under Mod Controls Settings, the rest under Mod Gameplay Settings, all in one category named CaptainTerrainHelper. Values are stored by the game, outside the mod folder, so updating the mod keeps them.
| Setting | Default | What it does |
|---|---|---|
| Toggle overlay | F9 | Turns the overlay on and off while you play |
| Overlay on | on | Whether the overlay is drawn at all; the key flips this same setting |
| Terrain | on | The walls of the level around the submarine |
| Level ceiling and floor | on | Two lines marking the top and the bottom of the level |
| Sonar-blocking objects | on | Level objects that disrupt the sonar, drawn as a cross |
| Ore | on | Mineable ore near the submarine, drawn as a diagonal cross |
| Own submarine marker | on | A cross in the middle marking your own submarine |
| Marker size | 6 px | Size of the object and ore markers |
| Search range | 14000 | How far around the submarine the mod looks for objects and ore. Not the zoom: the overlay follows the sonar |
| Draw past the screen edge | 1.5 | How far outside the sonar circle the overlay still reaches, as a multiple of its radius |
| Terrain detail | 10 | How many rings of level cells are drawn |
| Refresh interval | 0.15 s | Seconds between two rebuilds of the overlay data |
The key does nothing while you are typing — in chat, in the console, or in any other text field. A key bound on a non-Latin keyboard layout cannot be used: the game stores it as no key at all, and the mod says so in the console instead of answering to whatever else it cannot name. Bind on the Latin layout and the same physical key works.
Settings apply immediately; nothing needs a restart.
Movement is smooth between refreshes: the refresh interval only decides how quickly newly appearing ore and objects show up, not how smoothly the picture follows the submarine.
- The five colours of the overlay — terrain, level bounds, objects, ore and the
submarine marker — are fixed. The game's settings system has no colour type,
and spelling five colours out as channels would take twenty sliders. They live
in
CSharp/Client/Rendering/OverlayStyle.cs. - The overlay is drawn on every steering terminal you open, not only the one on your own submarine.
- Ore markers cover ore that carries the
oretag. Anything a mod adds differently is not shown. - On a terminal that has no sonar there is no zoom to follow, and the overlay falls back to using the search range as its scale. The mod says so in the console once.
MIT. Author: HoppinHauler.