Barotrauma

Barotrauma

246 ratings
Artifacts and Ruins Enhanced
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.309 MB
Apr 10, 2024 @ 4:46am
Apr 12 @ 3:07am
13 Change Notes ( view )

Subscribe to download
Artifacts and Ruins Enhanced

In 2 collections by _]|M|[_
Barotrauma Deathwish
63 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
Jun 5 @ 10:07am
Teleportation knowledge
Ratmatguy
1
Jun 5 @ 10:07am
mission question
Colqhoun
271 Comments
MopxyxH 11 hours ago 
It was probably a server glitch or something similar. Now everything disappears correctly, and I can't reproduce the error anymore.
_]|M|[_  [author] Jun 17 @ 3:39am 
@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 Jun 9 @ 6:39am 
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|[_  [author] May 23 @ 3:41pm 
@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 May 22 @ 12:59am 
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|[_  [author] May 11 @ 12:50pm 
@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 May 9 @ 1:31am 
Can I add this mod mid campaign? with DynamicEuropa
Prologde May 1 @ 5:11am 
@_]|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://steamcommunity.com/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 Apr 29 @ 8:23pm 
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|[_  [author] Apr 29 @ 9:25am 
@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: