Barotrauma

Barotrauma

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Anomalous Artefacts
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27 Feb, 2024 @ 4:30pm
6 Jul @ 6:37am
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Anomalous Artefacts

In 1 collection by Micheny
The Enhanced Armaments Collection
9 items
Description
Europa is full of mysteries, some of which may be better left as such...
Potential epilepsy warning.

A standalone sub-mod of Enhanced Armaments which is meant to increase the near non-existent threats faced within wrecks and alien ruins, with an emphasis on the unknown.



Scour and Spelunk with caution

Objects added from this mod are almost exclusively found within wrecks and alien ruins, all of which have their own strange and (almost always) hazardous effects on either people or even the environment around them.


Secure, Contain, Profit

The Anomalous Containment Unit is the primary tool used for housing objects that pose a significant hazard to anything around it, requiring it's own separate type of batteries to function (depending on the object, the power requirement may rapidly increase).

These objects usually sell for a significant amount of money or can be (slowly) deconstructed for valuable materials.


Ancient Salvaging

Most artefacts require a specific deconstructor, the Artefact Refinery in order to break them down into useful equipment, however some artefacts may be worth keeping around for one reason or another.

Suggestions are more than welcome.

(yes I say artefacts not artifacts)

Credits:

Miles: Lead QA tester

Echo: for being themselves

GSC Gameworld: some SFX & inspiration

The SCP Foundation: Inspiration

Orsoniks: Inspiration (the Scav Prototype guy)
Popular Discussions View All (4)
18
30 Jun @ 12:03am
Suggestions
Micheny
11
14 Jun @ 10:10am
Questions
Micheny
8
29 May @ 3:45am
Issues
Micheny
94 Comments
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?
North 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...