About DIP-Steel Spine
From Steam WorkshopOnce we were called "Scavengers" — marauders who looted passing ships, barely surviving on crude dismantling skills. After years of honing our craft and technical buildup, we built a cargo shipyard…
Once we were called "Scavengers" — marauders who looted passing ships, barely surviving on crude dismantling skills. After years of honing our craft and technical buildup, we built a cargo shipyard with an independent shipbuilding line and strong armed forces. With our shipbuilding capacity and fleet deterrence, we are emerging as a new power in these dark waterways rife with unknowns and dangers.
"She should have soared above the clouds, yet perished in the cradle of the abyss."
Three years ago, we found her deep in an ice shelf crevice. This former colonial-era capital ship once escorted pioneers across the stars to Europa's ice cap, but was permanently abandoned after losing contact with Earth. Left to fade beneath the ice, its once stellar glory was erased by time and cold. We towed it back to the shipyard, repaired its hull damage, reactivated its dormant core systems, and refitted it for deep-sea navigation. Now, she reignites her engine's faint glow. As the capital ship of the "Deepspine" Fleet, she patrols monster-infested waterways, securing our cargo routes.[/quote] [h1]Basic Parameters:[/h1] Location: T3 Attack Submarine Price: 35000mk Size: 75x18m Components: 1461 Cargo Capacity: 48+12 Horizontal Speed: 35km/h Surfacing Speed: 19km/h Diving Speed: 19.2km/h Accelerated Diving Speed: 24.6km/h Recommended Crew: 6-8 Crew Experience: Any Hull Strength: High Maintenance Difficulty: Medium [h1]Weaponry:[/h1] ●Laser Close-In Weapon System (CIWS) ×10: Original ship's all-angle close-in defense system, automatically intercepts incoming targets. Lacks original reactor, cannot support long-term operation. For safety, CIWS must be turned off during charging. Switch located on the integrated control panel in the command room. ●Railgun ×4: Original main guns damaged; later installed to fill heavy firepower gap. Fire control system automatically switches to next turret when beyond current turret's firing arc. ●Dual-barrel Electromagnetic Gun ×4: Original secondary guns, well-preserved and fully functional. Supports dual ammunition; can load armor-piercing rounds and high-explosive rounds simultaneously. ●Experimental Rapid-fire Laser Gun ×2: Technology obtained from shipyard dismantling, still in experimental phase. Prioritized for main warships. Due to miniaturization limitations, cannot provide stable power supply. Recharges slowly after power depletion; cannot fire continuously. Controlled via periscope in the command room. ●Depth Charge Launcher: Later installed by the shipyard for launching conventional depth charges and boarding crafts. Controlled via external ship monitoring system. [h1]Additional Functions:[/h1] ●Dynamically Responsive Optimized Reactor: Reactor control system provided by KillerBill, resolving the original ship's lack of power source. Do not use the original reactor's automatic control system; engineers are prohibited from participating in control. The new system has taken full control. Key technical parameters and principles: https://steamcommunity.com/sharedfiles/filedetails/?id=3462605189 ●Automatic Watertight Door: Original ship's sensor door; automatically disables sensing function when water is detected. Can be manually turned off via the command room. ●Accelerated Diving Mode: Added by the shipyard to enhance maneuverability in Europa's underwater environment. Activating the function increases diving speed. Enabled via the navigation panel in the command room. ●Anti-Thalamus Device: Built into the ballast tanks added by the shipyard. Grenades mounted on the pumps can quickly eliminate Thalamus infections. Manual reloading required after detonation. Controlled via the internal ship monitoring panel. ●Bridge Blast Door: Original ship's defense device; automatically closes to provide protection if the command room glass breaks. Can be forced open via the switch after closing, for glass maintenance in safe conditions. Switch located on the blast door control panel. [h1]Future Plans:[/h1] ●The EK version has been released. You can get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=3650301978 ●Construct T1 and T2 class vessels to expand the fleet's type and scale.
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 9 mo ago.
DIP-Steel Spine on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Barotrauma — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2026-01-31, released 2026-01-31
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of DIP-Steel Spine.
Run DIP-Steel Spine on a Barotrauma server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogVehicles & ships
Cars, boats, aircraft, ships and other things to drive or fly.
Compatibility
- Game
- Barotrauma
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓Authordevilman, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
