Lighting mod for Barotrauma: lights the scene up and, if you want, drops the line-of-sight darkness, so you can actually see what you are doing.
- Lights the scene up — the ambient light of the level and of every room is raised to a colour you pick, so dark corridors and unlit rooms stop being black.
- Sees through the darkness — the line-of-sight shadow that hides everything your character cannot directly see is removed.
- Three modes —
ambientonly lights things up,visiononly removes the line-of-sight shadow,fulldoes both. - One key — turns the whole thing on and off while you play, without opening the settings.
- 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 changes only what you see: other players see the level exactly as they always did.
Download the zip from Releases, unpack the folder into Barotrauma/LocalMods/,
then enable ClientFullBright 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 hotkey under Mod Controls Settings, the rest under Mod Gameplay Settings. Values are stored by the game, outside the mod folder, so updating the mod keeps them.
| Setting | Default | What it does |
|---|---|---|
| Toggle | P | Turns the mod on and off while you play |
| On at start | on | Turns the mod on by itself every time it loads |
| Mode | full | ambient lights up only, vision removes the line of sight only, full does both |
| Brightness | 0.6 | Scales the three colour channels together; lower is dimmer |
| Light colour, red | 180 | Red channel of the light the mod adds |
| Light colour, green | 120 | Green channel of the light the mod adds |
| Light colour, blue | 255 | Blue channel of the light the mod adds |
| See through walls | on | Removes the line-of-sight darkness in vision and full mode |
The hotkey is ignored while you are typing — in chat, in the console, in the fabricator search, or in any other text field.
Bind the key with a Latin keyboard layout active. The game identifies keys by the
character they produce, so a key pressed on a non-Latin layout has no name it
recognises and the binding is stored as None. The mod refuses to act on such a
binding and says so in the console; rebinding the same physical key on the Latin
layout works.
There is no colour picker in the game's settings menu, which is why the colour is three sliders instead of one swatch.
The mod acts on the game's lighting as a whole, not on the game screen only. The same lighting is used by the character editor and the level editor, so those are lit up too while the mod is on. The submarine editor's test mode is ordinary play as far as the mod is concerned, and works there normally. The hotkey only responds during play, not in the editors.
Lighting is one of the parts of the game that changes between versions. If an update moves it, the mod will stop having an effect rather than break anything — but it will need a new release.
MIT, see LICENSE.