Barotrauma

Barotrauma

Anomalous Artefacts
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...
GenericName 8 Jun @ 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] 4 Jun @ 1:37pm 
I'll have a look at it over the weekend if I find the time
Dr.Vaфе!ь 4 Jun @ 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] 31 May @ 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] 31 May @ 9:25am 
I don't use Neurotrauma so I have no idea.
Dr.Vaфе!ь 31 May @ 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] 30 May @ 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 26 May @ 3:48pm 
is there some sort of trello or something for info?
Benellusoid 26 May @ 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 26 May @ 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] 22 May @ 2:19pm 
ngl i thought absolutely no one would pick up on it lmao
Get Real 22 May @ 2:09pm 
Wasn't expecting a Scav reference in the bot convos. Goated mod.
Micheny  [author] 20 May @ 5:50am 
Have you been in contact with a funny looking mask as of recent?
TegoFire 19 May @ 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] 19 May @ 10:12am 
Could it be that you meant the mod "More Artifacts (AOCS)"?
Nothing in this mod has anything to do with clowns.
TegoFire 17 May @ 10:23am 
I had the symbiotic husk infection and the clown curse killed me causing the husk to take over.
Micheny  [author] 17 May @ 3:23am 
no affliction from this mod causes husk infection.
TegoFire 16 May @ 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] 15 May @ 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] 15 May @ 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 1 May @ 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 18 Apr @ 3:19am 
You should use both together.
Thrice 15 Apr @ 5:36pm 
So it says its a stand alone sub mod. Does that mean Enhanced Armaments already has everything this does? Or should I use both together? Thanks btw, I love the Enhanced Armaments mod.
Echo  [author] 10 Feb @ 1:35am 
The Artefact Refinery can be created in the normal fabcricator
Deathblade 1 Feb @ 10:12pm 
where do you get an artefact refinery?
I found baby SlugCat in one of the scribbles :slugcatsleep:
Silent Shadow 10 Jan @ 9:28am 
cure crystallisation with strange pills
은신헌터 22 Nov, 2024 @ 7:17am 
how to cure crystallization?
DecentlyLazy 24 Sep, 2024 @ 3:30pm 
is this compatible with nt?
Syilumi lunari 29 Aug, 2024 @ 9:11pm 
how come some slug cat smiling just gives you brain damage wh
VERY_FLOOFY 28 Aug, 2024 @ 3:14pm 
hey uh, i dunno if im dumb or not but what the hell do i do with the tragic sketch
ARTY 16 Jul, 2024 @ 4:24pm 
silly...
oniichanovich 1 Jul, 2024 @ 9:21am 
how to place artefact refinery? i tried to place it like usual stuff but it don't let me :\
inga26r 1 Jun, 2024 @ 8:58am 
@bruh

You need anomalous protection suit. Be ware it cost one Physorcium
bruh 30 May, 2024 @ 12:32pm 
i am so confused and stumped on the anomalous wreck mission, is there some equipment that can stop it from affecting you?
Corporal Dude 21 May, 2024 @ 5:13am 
what are the spawn names?
avali gaming 19 May, 2024 @ 6:39pm 
you would think that i would have basic reading skills, but alas. please disregard my last comment (which is now gone in theory)

i love partaking in indescribable horrors beyond my comprehension! thanks for making this sub-mod, ruins weren't scary enough beforehand.