Barotrauma

Barotrauma

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Artifacts and Ruins Enhanced
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3.309 MB
10 Apr, 2024 @ 4:46am
12 Apr @ 3:07am
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Artifacts and Ruins Enhanced

In 2 collections by _]|M|[_
Barotrauma Deathwish
64 items
Casual Ironman Campaign
17 items
Description
Features:
With Artifacts & Ruins Enhanced artifacts become researchable and will no longer easily reveal which artifact you're currently dealing with when you find them. To figure out what you're dealing with, you either have to observe its effects or research it at a research station. Researching artifacts can gain you new and interesting technologies to play around with.

Ruins are also reworked with more challenges, modules and loot. They will no longer be destructible and will always contain at least 1 artifact. Unidentified serums and alien circuitry can be found as additional loot to make the traveling there more worthwhile, but they've also become more dangerous! If you've played with "Ruins Enhanced" you're already familiar with the modules as I got permission to use them. Adjustments were made to make certain doors no longer shut in your face unless a monster is fighting you to hinder your escape and some other minor tweaks.

Gameplay:
Here's a list of the overal gameplay aspects:
  • Artifacts
    Can be researched on a research station with alien circuitry. Researching will reveal what artifact you're dealing with.
    Researching already known artifacts generates an unkown serum inside the artifact.
    Can be sold both unidentified and identified. Identified artifacts are worth a lot more.
    Military and research merchants are the most interested in these and will pay you more.

  • Serums
    Will not reveal their effects until researched. Can be researched at a research station with stabilozine. They either unlock new technology or give you negative genetics effects.
    Can only be sold when identified.
    Military and research merchants are the most interested in these and will pay you more.

  • New Technologies
    Unlock recipes for new items by injecting a serum and craft them at the new research workbench which itself can be crafted at a regular fabricator.

    Here is a list of currently unlockable technologies:
    - Artifact Containment
    - Gene Cleansing
    - Living Metal
    - Stasis
    - Teleportation

Compatibility and other Info/Patches:
This mod is semi-compatible with other artifact mods.
Artifacts from other mods can still spawn just fine and work as intended, however the gameplay aspect of this mod does not extend to those artifacts from other mods, meaning you can't research those artifacts, they look different and their names will be visible.

- Russian Translation
- Korean Translation

Load Order:
- Enhanced Reactors (If you're using it)
- Artifacts and Ruins Enhanced
- Robotrauma (If you're using it)
- Extract it! (If you're using it)
- Any other mod that overrides ruin related items

Credits:
Grass - Devourer Artifact
hUbert 2 - Ruin modules from Ruins Enhanced
Azure - Simplified and Traditional Chinese translation
Popular Discussions View All (2)
1
5 Jun @ 10:07am
Teleportation knowledge
Ratmatguy
1
5 Jun @ 10:07am
mission question
Colqhoun
300 Comments
Kommissar 27 Sep @ 5:48pm 
im confused, i used the activated cleansing artefact in the device thingy and im not sure what it did
Kalen 27 Sep @ 2:18pm 
It´s kind of buggy when you take out and reinsert an artifact into the containment unit with the light flickering, sounds looping and sometimes the containment unit just stops working afterwards and you get sick wether it´s on or not.
Snail 7 Sep @ 9:14pm 
This is admittedly kinda dumb and situational, but id love to see a dedicated item for the air to water artifact

I linked an artifact containment with one to a lever for emergency descents by the captain, but having a dedicated structure potentially with options for like- target level so you can use it to pump water into your ballast tanks and alleviate some of the strain off of the pumps


Or potentially even something that could reverse the effects and quickly drain water? I dunno, it sounded more interesting in my head
Snail 7 Sep @ 9:09pm 
@Goonology make sure no other mods are overwriting the research lab
Balatro (Jimbo) 29 Aug @ 10:30am 
Sorry but I can't really put serums, alien circuitry, artifact in it. Can I have any idea how to deal with it?
_]|M|[_  [author] 27 Aug @ 10:40am 
@ZyreX, @NikraloW: Seems like I need to tinker with the spawn chances of the artifacts that provide more use. I guess there's just too many artifacts that currently only provide the generic knowledge serum so the more interesting ones are too rare...
NikraloW 27 Aug @ 8:40am 
I scanned about 30 different serums. I've seen almost all the possible negative effects, and I've also received AS MANY as 6 FUCKING KNOWLEDGE SERUMS ABOUT ARTIFACT STORAGE. I WANT TO FIND AT LEAST ONE NEW ONE, BUT ALL I GET AFTER HOURS OF GRINDING IS A FUCKING KNOWLEDGE SERUM ABOUT ARTIFACT STORAGE.
I'm tired, boss :cozypoevaal:
ZyreX 26 Aug @ 9:05am 
is the living metal artifact available in every biome or is it a late game artifact? at the 4th biome now and i cant find it
JoYo 26 Aug @ 12:15am 
@_]|M|[_: I'm really looking forward to the patch! Thanks for the answers.:captainsmooth:
_]|M|[_  [author] 24 Aug @ 4:53am 
@JoYo: Ah ok I completely forgot that patch... But you should be able to just place Artifacts and Ruins Enhanced above all the Immersive Repairs stuff and it should work just fine.

@ZyreX: You need to research the muting artifact to get its serum, then create the antidote from it.

@Chasquis: It overrides the circuitry to adjust where and how much it spawns and it overrides the power cells to adjust how they recharge.