Barotrauma

Barotrauma

Artifacts and Ruins Enhanced
300 opmerkingen
Kommissar 27 sep om 17:48 
im confused, i used the activated cleansing artefact in the device thingy and im not sure what it did
Kalen 27 sep om 14:18 
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 om 21:14 
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 om 21:09 
@Goonology make sure no other mods are overwriting the research lab
Balatro (Jimbo) 29 aug om 10:30 
Sorry but I can't really put serums, alien circuitry, artifact in it. Can I have any idea how to deal with it?
_]|M|[_  [auteur] 27 aug om 10:40 
@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 om 8:40 
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 om 9:05 
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 om 0:15 
@_]|M|[_: I'm really looking forward to the patch! Thanks for the answers.:captainsmooth:
_]|M|[_  [auteur] 24 aug om 4:53 
@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.
Chasquis 23 aug om 7:57 
Presumably this mod overrides simple items like alien circuitry and alien power cells to add them to a new ruin loot table? Or something like that? I'm realizing that three of my mods override alien power cells and am adjusting the order based on what the cell override does in each of them.
ZyreX 22 aug om 9:14 
how to cure muting influence?
JoYo 11 aug om 5:32 
@_]|M|[_: I am using your original immersive repairs mod and your Immersive Repairs - NT Cybernetics Compatibility Patch.
_]|M|[_  [auteur] 11 aug om 3:31 
@Hyacinth, @Cold Bean Sand: I'll check on the artifact holders again to hopefully figure out why they're acting strangely now.

@Adambaked: Happens when another mod is placed above this mod in your load order that also overrides the research bench. Make sure to place this mod above any mod that overrides the research bench.

@bdrakey1: Find and research the cleansing artifact to turn it into a calibrated version at the research workbench to use inside a machine in some alien ruins to fully cleanse your character of any permanent and temporary debuffs.

@JoYo: Immersive Repairs doesn't override the research terminal tho. There must be something else causing the issue or are you using a custom version of Immersive Repairs perhaps?
Cold Bean Sand 10 aug om 2:58 
having an issue where artifact recovery missions will spawn the artifact "outside" of the artifact holder, making it nearly impossible to actually grab. (the holder's interaction box mostly overlaps on top of the artifact). Weird since other artifacts that aren't for the mission seem to have no issue.
JoYo 9 aug om 11:15 
I found out that artifacts cannot be placed in the research terminal due to the Immersive Repairs mod. The Immersive Repairs mod replaces the vanilla research terminal with its mod version. Everything is good on the vinyl version. :captainsinful:
JoYo 9 aug om 11:14 
Я выяснил, что артефакты невозможно положить в исследовательский терминал из за мода Immersive Repairs. Мод Immersive Repairs заменяет исследовательский терминал из ванилы на свою модовую версию. На винильной версии все гуд. :captainsinful:
bdrakey1 6 aug om 6:33 
PLEASE GOD HELP ME IVE GOT HORRIBLE ALIEN PSYCHOSIS NAMED OUTSIDE INFLUENCE AND IT MAKES SO MANY NOISES THE ALARMS ARE BLARING CONSTANTLY THE VOICES IN MY HEAD AND THEY WONT STOP
Adambaked 21 jul om 15:26 
Literally unable to place artifacts in the research bench, not sure why.
Hyacinth 20 jul om 9:27 
Can't interact with the artifact holder...pretty sure no screwdriver in my inventory when I'm was exploring the ruin. No UI pops up in editor as well after pressing the E key.
_]|M|[_  [auteur] 13 jul om 2:38 
@BrGuardian: That's from the vanilla game. It shows up if you have a screwdriver equipped. The game devs added it to detect if an artifact is inside or taken out.

@Sana: It marks the ruin on your sonar, but if the ruin is too far away, it will not show up until you move closer due to sonar labels having a max distance they can show up at. It should just pop up on your sonar automatically when you're near enough.
If it does not happen at all, then something must've broken.
Sana 11 jul om 8:23 
How exactly do the ruin locators work? We've wired them up so they have enough power for the whole scan (even hear the completion beep) but ruins don't seem to get marked in any way. I've tested this multiple times on maps where I've already spotted ruins in free cam.
BrGuardian 10 jul om 10:07 
While exploring a ruin, I found something weird, when I interact with the artifact holder, It shows a wiring menu, as if the Holder was requiring a conection or something, but of course I can't conect It with nothing nor even use wires.
What could be causing that?
_]|M|[_  [auteur] 8 jul om 12:35 
@CloakTheMailman: The talent or "training" is assigned when picking the item, but when you buy it via the option "get the items now" it spawns directly in your inventory so you didn't pick it up and thus the talent isn't applied automatically. Dropping it and picking it back up should grant you the ability to place it.
CloakTheMailman 4 jul om 23:27 
How do I gain special training for the ruin locator?
Gamer Gaming 29 jun om 14:45 
Shooting them didn’t do anything for me, but using a boarding axe was able to go through one after a bit of swinging
Moros 25 jun om 11:55 
I suspect destructible outposts may be needed to be enabled for them to be broken. I've tried blowing them up and shooting them to no effect, we'll try turning on destructible outposts.
_]|M|[_  [auteur] 25 jun om 3:58 
@MopxyxH: Yeah perhaps it was desync going on.

@Moros: You should be able to just shoot at them unless I accidentally made them invulnerable. Not sure if destructible outposts needs to be enabled in the server settings for them to be vulnerable.
Moros 24 jun om 17:34 
How do you interact with the cracked walls in ruins? Are they able to be broken with the alien weapon?
MopxyxH 18 jun om 10:28 
It was probably a server glitch or something similar. Now everything disappears correctly, and I can't reproduce the error anymore.
_]|M|[_  [auteur] 17 jun om 3:39 
@MopxyxH: How large is your screen that you can see them? Usually they disappear before the player comes in range where they could be seen :captainsinful:
MopxyxH 9 jun om 6:39 
Is it intentional that the entrance markers for ruins are visible in the game? For example, on ARE_Ruin_Enterance01 and similar ones. These large orange and green spheres look rather strange.
_]|M|[_  [auteur] 23 mei om 15:41 
@flameboy50: Their serum is only used in crafting the antidote to heal someone that's got infected by them. They don't give any special knowledge.
flameboy50 22 mei om 0:59 
Does the sacrificial artifact and infection artifacts not give a knowledge serum? I've made over a dozen serums with them and I can't tell if I'm just getting really unlucky or if they don't drop them
_]|M|[_  [auteur] 11 mei om 12:50 
@flameboy50: You seem to have gotten unlucky and mostly found artifacts that don't unlock anything special yet. Those artifacts will currently yield the containment knowledge instead.

@Prologde: In this case it'd need to be the other way around. Barocraftables++ needs to add the custom item tags to allow the research station to work with the artifacts from this mod if Barocraftables++ is loaded above.

@Xiivait: Yes, but make sure to use the Update Campaign Store (fixed) mod so that already existing shops start offering or buying the newly introduced items.
Xiivait 9 mei om 1:31 
Can I add this mod mid campaign? with DynamicEuropa
Prologde 1 mei om 5:11 
@_]|M|[_ I understood what the error was, I put the mod above and it worked, but one error appeared, I play with the barocraftables ++ mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3348276811&searchtext=barocraftables+%2B%2B
and when I put your mod above this one, my research terminal craft disappeared, so could you please add compatibility with this mod
flameboy50 29 apr om 20:23 
Does each artifact have a random chance to give any knowledge serum or do they each give specific knowledge serums? I keep getting the same containment knowledge serum but I don't know if thats just bad luck
_]|M|[_  [auteur] 29 apr om 9:25 
@Azure: I'm a bit late on this, but yeah I'll look into making cleansing artifact be able to cleanse genes if possible. Regarding the research station, it's not supposed to support all small and medium items. Only items related to research. I know the items would no longer deconstruct in there by default, but you'd be able to abuse it for a little more storage space.
And regarding the talent related tags, thank you for sharing. That's a great addition and I'll add those tags to all artifacts :steamthumbsup:

@Prologde: As @Gamer Gaming stated, you may have a compatibility issue with another mod. Check the load order instruction in the description above. If a mod you're using that is altering the research station isn't listed there, let me know about the mod and I'll make it compatible :steamthumbsup:
Azure 29 apr om 7:08 
artifacts should get "disallowduplicatedeconstructoutput" tag
- Made "residual waste" and "mass production" talents a bit more modder-friendly. The former had a chance of duplicating deconstruction output and the latter a chance of not consuming some of the fabrication ingredients. It was hard to exclude items from those talents though: addressed that by making them ignore items with the tags "disallowduplicatedeconstructoutput" and "disallowremovefabricationingredient" respectively.
Azure 29 apr om 7:06 
should make research station accepts all small and medium items
- The “RequiredDeconstructor” attribute now defaults to “deconstructor” on all items when not defined. This means that vanilla items are now only deconstructible in items with the identifier or tag “deconstructor”, which makes it a lot easier to create custom deconstructors that can only deconstruct some custom items (just leave out the “deconstructor” tag and use something else instead).
Gamer Gaming 29 apr om 6:29 
You may have a mod higher in the load order that overrides the functionality of the research station, If you move this mod above the other mod or find a compatibility patch for them
Prologde 29 apr om 3:56 
who can tell me how to research artifacts, I want to put it in the research station, but I can’t put it there, and I don’t understand what to do, I’m holding an alien diagram in my hand, but still nothing is researched, can someone tell me what’s wrong?
Azure 31 mrt om 17:15 
now vanilla can actually remove taints from genetic materials
I think Calibrated Cleansing Artifact should do that too instead of just removing debuffs
it should can be implemented by triggering a recursive scripted event
_]|M|[_  [auteur] 31 mrt om 10:58 
@Reznuv: For those things you need to find and research the correct artifact and then craft it into the Calibrated Cleansing Artifact on the research workbench to then charge a special machine found in ruins you can then use.
Reznuv 30 mrt om 14:41 
incredibly kind of you to actually reply to these questions, ive had inflamed lungs and rigid joints for 80% of my playthrough, its character growth at this point :majinbuu:
_]|M|[_  [auteur] 30 mrt om 10:28 
@Reznuv: You either heal it at an outpost doctor for a hefty price or you get the serum and the other required ingredients to craft the cure on a medical fabricator.

@Facade of DOOM: They should still be chargeable in ruin alien reactors, but I'll check on them to see if something broke from one of the game updates.

@KoroSensei殺せんせー: It should give you a talent once you pick it up, but if it doesn't for some reason, you can try giving yourself the talent via the console:
givetalent RuinLocating
KoroSensei殺せんせー 19 mrt om 8:33 
i cant put "special training required to place item "for artifact containment unit" , i try drop and pick up but work not yet (i do spawn item with the console btw)
Facade of DOOM 16 mrt om 21:18 
How do I recharge Alien Batteries? It doesnt let me in the ruins anymore.
Reznuv 16 mrt om 20:20 
How do i deal with an Alien Infection?