Barotrauma

Barotrauma

Anomalous Artefacts
109 Comments
KnightForEyes Aug 20 @ 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 Aug 12 @ 9:27pm 
nvm, got a solution somewhat. The strange pills work SOMETIMES.
OniTJI Aug 11 @ 6:42pm 
How does one deal with the crystallization disease? Nothing comes up as possible cures for it like the psi radiation related afflictions.
North Aug 4 @ 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 Aug 4 @ 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] Aug 3 @ 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 Aug 3 @ 6:40am 
havent had a single mission to take on strange creatures or transport the mutants
Micheny  [author] Aug 3 @ 3:02am 
Entirely depends on what part of DE needs patching.
Dae Blackheart Aug 2 @ 8:21pm 
Any Chance for a dynamic europa patch?
RustyDelusion Jul 25 @ 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 Jul 16 @ 12:59pm 
Thanks alot for the answer, actual legend
Micheny  [author] Jul 16 @ 12:30pm 
hold RMB and press E.
RustyDelusion Jul 16 @ 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] Jul 16 @ 10:50am 
is fixed now.
AvaritiaStar Jul 16 @ 10:15am 
Unable to load mod after update
Micheny  [author] Jul 7 @ 9:03am 
Altered Banana do a poison reduction and occasional damage reduction on wearing but make radiation sickness overtime
GasDungeon Jul 7 @ 6:24am 
What is do a Altered Banana?
Vault Jul 6 @ 7:10am 
Sussy.
[ST] SGT. Shorty Jun 29 @ 8:35am 
It's so standalone, it doesn't adopt the reload feature.
Schrödinger's Cat Jun 29 @ 1:45am 
Thank you for standalone version of artifacts!
Micheny  [author] Jun 24 @ 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 Jun 24 @ 3:49am 
Can this mod be added midway in the archive of already loaded Enhanced Armaments?
North Jun 20 @ 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] Jun 9 @ 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] Jun 9 @ 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 Jun 8 @ 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] Jun 4 @ 1:37pm 
I'll have a look at it over the weekend if I find the time
Dr.Vaфе!ь Jun 4 @ 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] May 31 @ 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] May 31 @ 9:25am 
I don't use Neurotrauma so I have no idea.
Dr.Vaфе!ь May 31 @ 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] May 30 @ 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 May 26 @ 3:48pm 
is there some sort of trello or something for info?
Benellusoid May 26 @ 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 May 26 @ 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] May 22 @ 2:19pm 
ngl i thought absolutely no one would pick up on it lmao
Get Real May 22 @ 2:09pm 
Wasn't expecting a Scav reference in the bot convos. Goated mod.
Micheny  [author] May 20 @ 5:50am 
Have you been in contact with a funny looking mask as of recent?
TegoFire May 19 @ 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
Echo  [author] May 19 @ 10:12am 
Could it be that you meant the mod "More Artifacts (AOCS)"?
Nothing in this mod has anything to do with clowns.
TegoFire May 17 @ 10:23am 
I had the symbiotic husk infection and the clown curse killed me causing the husk to take over.
Micheny  [author] May 17 @ 3:23am 
no affliction from this mod causes husk infection.
TegoFire May 16 @ 10:41pm 
Is there even a cure to the clown curse thing. it caused me to become a husk and start killing my crew
Thanks... just wanted to rule that out!
Micheny  [author] May 15 @ 3:48pm 
No, and I have no idea what Cnidae is.
does psi-radiation cross the entire map if there's an artifact in a cave somewhere, or something? the only thing i can think of was that i was tasked with killing a monster called a "Cnidae" and I think we briefly ran past a Watcher.
Micheny  [author] May 15 @ 3:33pm 
if they've been exposed to psi-radiation yes.
is this mod the reason my captain keeps seeing phantom fires/broken items?? it's like he has invisible psychosis and i'm wondering if it's related to artifact spawns.
cursedsanti May 1 @ 11:48am 
works with neurotrauma and enhanced alien ruins? i love this mod dude, it reminds me to stalker a lot, great job
[ST] SGT. Shorty Apr 18 @ 3:19am 
You should use both together.