Barotrauma

Barotrauma

Artifacts and Ruins Enhanced
271 Comments
MopxyxH 17 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:
Azure Apr 29 @ 7:08am 
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 Apr 29 @ 7:06am 
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 Apr 29 @ 6:29am 
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 Apr 29 @ 3:56am 
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 Mar 31 @ 5:15pm 
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|[_  [author] Mar 31 @ 10:58am 
@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 Mar 30 @ 2:41pm 
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|[_  [author] Mar 30 @ 10:28am 
@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 Mar 19 @ 8:33am 
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 Mar 16 @ 9:18pm 
How do I recharge Alien Batteries? It doesnt let me in the ruins anymore.
Reznuv Mar 16 @ 8:20pm 
How do i deal with an Alien Infection?
TBHDT Mar 2 @ 5:18am 
Ok thanks
_]|M|[_  [author] Mar 2 @ 4:48am 
@TBHDT: When you use them, they drain a lot of power and after they're done scanning, the ruin will be revealed on your sonar. If there's no marker, there's either no ruin or you're currently too far away for the marker to show, but it will automatically appear if you travel along the level's main path, if there is a ruin in the level.
TBHDT Mar 2 @ 3:59am 
How do ruin scanners actually work?
_]|M|[_  [author] Mar 2 @ 1:05am 
@Erhl'a: Yeah I agree. I have some ideas for traps inside ruins and I'll eventually implement them, but I don't know when I'll get to it.

@Doctor, Knee-Grower: If you bought the item and took it directly from the merchant (spawned in your inventory) you need to drop it and pick it back up again as it doesn't trigger the talent when spawned into the inventory. When picking it from the ground, you get the talent to be able to place it.
Teleport sickness is basically a cooldown. If you teleport too much in a certain amount of time you'll reduce your max health and eventually go unconcious and potentially die if you continue without recovering from it first.

@Biggis Dickus: Good catch! I completely forgot to change the serum deconstruct time... They were supposed to also be just 30 seconds like the artifacts. That will be fixed :steamthumbsup:
Biggis Dickus Feb 27 @ 7:12pm 
Deconstruct time="120" WTF?!
Biggis Dickus Feb 27 @ 7:01pm 
its like watching paint dry when you have to do 10 serums!!!
Biggis Dickus Feb 27 @ 6:59pm 
Research time for the serums is too long at 30 seconds! if you have to do a bunch you are holding up your entire game to do them at a station! they should take only MAX as long as the genetic materials do! if not less!
Mister Cashmoney Bill Feb 27 @ 12:08pm 
also how does teleportation sickness work exactly
Mister Cashmoney Bill Feb 26 @ 5:09am 
"special training required to place item" for the ruin locator. what kinda bs is that. hell do i even need???
Erhl'a Feb 25 @ 3:47am 
Hey-o (me again).
Don't you think the "traps" in the ruins have become less dangerous for careless divers?
I mean the places where you place motion sensors for turrets/other things, which significantly reduces their range.

After exploring the ruins a few times with my team, I feel like exploring them has become much more boring, and there is no longer much need to disable the alien power cells.

Although the ruins weren't a very dangerous place before. Maybe it's their general problem, not the mod's.
_]|M|[_  [author] Feb 23 @ 8:32am 
@Draconis🐊: I'm adding any modded tag to the slots so that this mod can just be placed above the others and they'd still be compatible in terms of the research station. If there's some tags from mods I'm missing, please let me know and I'll add them.

@Biggis Dickus: No since they're working differently one is a deconstructor, relying on a different part of code to work, while the other is a fabricator, working completely different. And the research time is configured as 30 seconds. The game might be adding a few extra seconds for unknown reasons, but it's still less than a minute.
Biggis Dickus Feb 19 @ 8:59am 
Research times are TOO LONG!
Biggis Dickus Feb 19 @ 8:58am 
Can you just make your research fabricator be its own research table? would help with compatibility issues.
Draconis🐊 Jan 14 @ 11:50am 
Several craftable research station mods, especially older ones only allow default inputs. So you cannot make a Barocraftables Research bench and put Baroverhaul Seeds or Artifacts and ruins serums inside.

There really needs to be a generic "researchable1" and "researchable2" tag for the left and right input.
_]|M|[_  [author] Dec 28, 2024 @ 7:43am 
@Ksarper: Then another mod is overriding the research station and causes this issue. Try re-arranging the load order.
ксапрер Dec 24, 2024 @ 7:32am 
I can't put serum in the research station
_]|M|[_  [author] Dec 15, 2024 @ 12:18pm 
@Annoyingly Gazing Crow: I guess the game updates broke it. I'll check up on it and potentially adjust the strength of it as well. It might just be too weak

@Malbec: Yeah it's the endocrine booster pool. As for the artifact mission tagging your artifact as the target might be a game bug, but I'll look more into it and see if there's a way to make a workaround.
Malbec Dec 12, 2024 @ 10:44pm 
Nevermind, an artifact salvage quest seems to have bugged out, and tagged my own already researched and housed living metal artifact as the quest item. So I lost it on entering the next station. Not sure whether that's a bug related to this mod but I can't think of any others that would affect it.
Malbec Dec 12, 2024 @ 5:33pm 
And I can confirm, living metal seemingly doesn't work for me either right now, though it used to a couple days ago.
Malbec Dec 12, 2024 @ 5:09pm 
Does the sacrificial artifact give talents specifically from the endocrine booster pool, or any at all?
Annoyingly Gazing Crow Dec 8, 2024 @ 12:20pm 
Living Metal Amplifier doesnt seem to work, despite being powered, turned on and having the correct artifact in it. The submarine gets this purple glow around it, but the hull is not getting repaired.

Living Metal artifact is working properly on its own tho
_]|M|[_  [author] Dec 7, 2024 @ 10:35am 
@Malbec: Artifacts require Alien Circuitry to research them. Serums require stabilozine.

@Ksarper: You don't research them on the workbench or fabricator. You need to use the regular research station often found on outposts and use Alien Circuitry to research them.
Malbec Dec 7, 2024 @ 8:28am 
What do I put in the research station along with an artifact I want to research? When I put it there alone or with stabilozine it does nothing. Serum research works, and I have the mod set right under lua in load order.
ксапрер Nov 22, 2024 @ 5:30am 
I can't research them. It requires a recipe and I have no idea where to get it.
_]|M|[_  [author] Nov 21, 2024 @ 4:01am 
@Azure: An event would be less precise due to some entrance modules being big. It could spawn the marker on the wrong end, misleading players. Pre-placing them in the modules allows for more precision. But you gave me another idea to potentially improve the ruin locator :steamthumbsup:
Azure Nov 20, 2024 @ 9:02pm 
it should work unless SpawnAction still spawns things even there are no ruins :captainclown:
Azure Nov 20, 2024 @ 9:00pm 
I have a idea for ruin locator. Instead of placing entrance markers manually in submarine editor you can make the locating event spawn it at ruin entrance (SpawnLocation="Ruin" TargetModuleTags="RuinEntrance" ContinueIfFailedToSpawn="true")
Use TagAction and CountTargetsAction to avoid spawning duplicate markers and check if the locating succeeded or failed
_]|M|[_  [author] Nov 19, 2024 @ 1:53pm 
@I_HATE_XENO: I'm a bit late on this, but yeah it could be. I've noticed the game can sometimes generate modules into level geometry which won't let you enter if that module was the entrance... This won't be an issue any longer with the next update.

@Sir.Glizzalot: That sounds like you didn't put alien circuitry into the research station alongside the artifact. Without the alien circuitry, the artifact will not be researched and just moves into the output slot. When researching an identified artifact, it will get an inventory slot with the serum inside it.

@Vangorich: Serums also need to be researched on the research station where you also researched the artifact. They require stabilozine in the second slot to successfully research them.
OPK B TEMHOTE Nov 15, 2024 @ 11:12pm 
Where do I study Serum? I can't put it into the lab. There are no recipes for it.