Barotrauma

Barotrauma

Anomalous Artefacts
120 Comments
Jack Kellar 6 hours ago 
Echo,

Should this be entirely compatible with Artifacts and Ruins enhanced?
Any idea what things I should look out for if using both mods?
is there any in-game way to know what artifact trinkets that go into gene splicer slots do? found both the strange banana and Osiris Artefact, tried wearing them for a few rounds, yet to notice any effects
Echo  [author] 23 Sep @ 12:40pm 
To not spoil too much: It heals you. Among other things.
Try it out for yourself =)

It is generally compatible with NT, but was not made for it.
The afflictions healed by it are mostly restricted to vanilla ones.

If you think it is missing something, overpowered or have any other constructive criticism, let us know!
DJH850 20 Sep @ 3:29pm 
@Echo what does the mutagenic regeneration device do and is it compatible with NT
还来不来木卫二了 14 Sep @ 12:34am 
Jumping face frequency is too high, please add a mod it (can choose to download, download will no longer have the negative effects of jumping face)It's better than being forced to watch these scary cartoons
Echo  [author] 13 Sep @ 2:03am 
Seems like someone got got
Micheny  [author] 13 Sep @ 1:34am 
That is the weirdest insult I think I've ever seen, is your translator of horrible design too?
还来不来木卫二了 13 Sep @ 1:13am 
This pop-up face is designed to tell people that your mother died years ago, right?This horrible design is extremely low-level.
Echo  [author] 10 Sep @ 4:58pm 
(Not the person making those shots)

There is already SCP-2022 which serves a similar purpose I suppose. It's unlikely that more variants of such "cure all" pills will be introduced.

Personal opinion:
I dislike the idea of a pill you can take to just fix all your issues. Especially in a game like Barotrauma. It feels like a get-out-of-jail-free card should you have made a mistake instead of properly dealing with it and/or facing the consequences.
DJH850 9 Sep @ 10:33pm 
@Echo will you add SCP-500 for a new update to the mod
Seti 28 Aug @ 10:26am 
I just wanna say goddamn what a great mod!
KnightForEyes 20 Aug @ 8:33am 
Lack of Rather positive Artifacts are kinda sad really and all being based on SCP pretty much kinda... Ruins the originality.

Yeah bring the negetive ones but allow them to be merged with something else to create something else... Maybe one that destroys... With a another artifact, It can fix the whole ship in a press of a button, having charges and reloads per Unknown amount of time

Also forced to lookin after them for ... them to not be issue is also bit bad. Its pretty much baby sitting.

Hope It gets alot more stuff with LESS SCP focused but more originality and would able to mix 2 artifacts to create something super good or super bad.
OniTJI 12 Aug @ 9:27pm 
nvm, got a solution somewhat. The strange pills work SOMETIMES.
OniTJI 11 Aug @ 6:42pm 
How does one deal with the crystallization disease? Nothing comes up as possible cures for it like the psi radiation related afflictions.
Eldritch 4 Aug @ 7:00pm 
I had mentioned something about it before, and Micheny was quick to adjust the spawn rate to help with the impact. If it's still an issue, maybe there's a way to 'cap' the number of creatures it can spawn at any time?
Dae Blackheart 4 Aug @ 5:47pm 
holembrot artifact needs to be HEAVILY nerfed it was causing us to get like sub 10 fps with how many creatures it spawned
Micheny  [author] 3 Aug @ 7:00am 
tbh you're probs best off asking the DE devs, maintaining patches for other mods is by no means on my agenda anymore.
Dae Blackheart 3 Aug @ 6:40am 
havent had a single mission to take on strange creatures or transport the mutants
Micheny  [author] 3 Aug @ 3:02am 
Entirely depends on what part of DE needs patching.
Dae Blackheart 2 Aug @ 8:21pm 
Any Chance for a dynamic europa patch?
RustyDelusion 25 Jul @ 10:26am 
I am not sure if this is intentional or not but the Incendium and Laidlaw Cells do not get any bonuses at all from crafting them with high skill, such as masterwork trait which would give them +30% charge. I found it out since with the Normal and Fulgurium cell they do get the masterwork trait, but Incendium and Laidlaw versions don't
RustyDelusion 16 Jul @ 12:59pm 
Thanks alot for the answer, actual legend
Micheny  [author] 16 Jul @ 12:30pm 
hold RMB and press E.
RustyDelusion 16 Jul @ 12:27pm 
Addons really great however I ran into a issue. The deconstructor that comes with this mod cannot be attached for whatever reason. Doesn't matter if you craft it or spawn it with cheats it just refuses to get attached to your submarine so you can wire it up. Do you know what the fix to that is?
Micheny  [author] 16 Jul @ 10:50am 
is fixed now.
AvaritiaStar 16 Jul @ 10:15am 
Unable to load mod after update
Micheny  [author] 7 Jul @ 9:03am 
Altered Banana do a poison reduction and occasional damage reduction on wearing but make radiation sickness overtime
GasDungeon 7 Jul @ 6:24am 
What is do a Altered Banana?
Vault 6 Jul @ 7:10am 
Sussy.
[ST] SGT. Shorty 29 Jun @ 8:35am 
It's so standalone, it doesn't adopt the reload feature.
Schrödinger's Cat 29 Jun @ 1:45am 
Thank you for standalone version of artifacts!
Micheny  [author] 24 Jun @ 4:15am 
This mod doesn't touch anything relating to EHA so it should have no issues, its completely standalone.
文学部长_莫妮卡 24 Jun @ 3:49am 
Can this mod be added midway in the archive of already loaded Enhanced Armaments?
Eldritch 20 Jun @ 6:09pm 
Hey could you maybe nerf the artefact that spawns the crawlers? If a mission goes on for a while it seems to generate an insane number which brings the game to a crawl. Just typing this out for 2 minutes I've seen 8-12 spawn while in a freecam, 200-300m away physically.
Echo  [author] 9 Jun @ 4:25am 
@Dr.Vaфе!ь

I looked at the description you've sent and it was immediately strange to me that the radio would do this but other artefacts don't.
Then I checked the radio more closely and it was clear to me what happens pretty much instantly: The radio gives off an EMP.

There is currently a bug with NT Cybernetics Enhanced that causes the issue you've described when the player has the Cyberbrain implant. Being exposed to an EMP in that state causes Lua to go ham, you get lualess and eventually crash.

This is for the author of NTCE to fix, who has been informed by heelge. I don't think there has been a response yet though.
A community member has also created a patched version which you can find in the comments of NTCE, but I have not checked that yet, so you might want to exercise caution.

A workaround for now would be to simply remove the Cyberbrain implants of all crew members and keep them in storage until this is fixed officially.
Micheny  [author] 9 Jun @ 1:14am 
I don't use IDS so idk how it works, you'll either have to ask someone else to make a patch or I guess even the dev of IDS, M's made a shit tonne of patches for other mods so...
GenericName 8 Jun @ 4:33pm 
hey there, my friends and i have been running this mod for a few campaigns and we really enjoy it. recently we added immersive diving suits and found that this makes the anomalous protection suit unusable in any pressured environment since the anomalous suit takes both head and clothing slot. is there any chance you could ever make a compatch ?
Echo  [author] 4 Jun @ 1:37pm 
I'll have a look at it over the weekend if I find the time
Dr.Vaфе!ь 4 Jun @ 1:45am 
@Echo
Hey, I've just read your reply. Thank you for your time. I'm sharing my modlist file and .txt with the scenario description (lost save file due to the host being unreachable at the moment).

https://filebin.net/lqqmxwsrh1nyce60

P.S. All what happend may be neurotrauma's fault
Echo  [author] 31 May @ 5:01pm 
If you can provide a mod list and a scenario that can reliably reproduce the issue, I can take a look at it.
Micheny  [author] 31 May @ 9:25am 
I don't use Neurotrauma so I have no idea.
Dr.Vaфе!ь 31 May @ 8:59am 
I've had heavy lua errors when near artefacts, was running this mod with neurotrauma+ntcybernetics. The players running cybernetics were lagging a lot plus gaining a lot of damage, the default organic human players were fine. I think something may be in conflict or something worse
Echo  [author] 30 May @ 4:13am 
@Benellusoid

It does work, however not on all of them. There are ten artefacts that are tagged to work with the talent.

@Cloaker

No. The appeal of this mod is the mystery it surrounds itself in.

Is that strange noise going to be a minor inconvenience or a horrible death? Is it going to result in a strong weapon or a mushy brain? Unforeseen riches or embrace of the abyss?
All that is for you to find out.

But if you want to spoil the fun, you can always check the mod files.
Cloaker 26 May @ 3:48pm 
is there some sort of trello or something for info?
Benellusoid 26 May @ 8:21am 
ok now that i have said ths i realized that double output comes from Baroverhaul and original Barotrauma doesnt have that talent anymore
Benellusoid 26 May @ 8:16am 
i really like this mod, lots of SCP references here and there
Does Artefact Refinery benefit from medics perk that doubles materials from deconstruction of artefacts?
Micheny  [author] 22 May @ 2:19pm 
ngl i thought absolutely no one would pick up on it lmao
Get Real 22 May @ 2:09pm 
Wasn't expecting a Scav reference in the bot convos. Goated mod.
Micheny  [author] 20 May @ 5:50am 
Have you been in contact with a funny looking mask as of recent?
TegoFire 19 May @ 12:13pm 
idk it does not mention the strange curse anywhere. I just call it the clown curse because it covers your screen with an image of a creepy clown