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Research, Artifacts & Alien Ruins

Artifacts and Ruins Enhanced

Artifacts now arrive unidentified and become a research tree: identify them, generate serums, unlock alien technologies, and craft new gear at a research workbench. Ruins are reworked into indestructible, artifact-guaranteed, more dangerous dungeons.

Items / Art / Environment Research tech tree Semi-compatible with artifact mods
What it is
An artifact & ruin overhaul by _]|M|[_, using Ruins Enhanced modules (by hUbert 2) and a Devourer artifact (by Grass).
Load position
Enhanced Reactors → Artifacts & Ruins Enhanced → Robotrauma → Extract it! → other ruin-item mods. If you can't research artifacts, another mod is overriding the Research Station — move A&RE higher.
Compatibility
Semi-compatible with other artifact mods — their artifacts still spawn and work, but you can't research them and their names stay visible.

🔬The research workflow

1

Find an unidentified artifact

In ruins, on ice walls, or on the sea floor. Its name is hidden until you observe its effects or research it.
2

Identify it

Place it in a Research Station with Alien Circuitry. This reveals which artifact it is. Identified artifacts sell for far more — military & research merchants pay best.
3

Generate a serum

Research an already-identified artifact again → it produces an Unknown Serum.
4

Research the serum

Place the unknown serum in the Research Station with Stabilozine. It either unlocks a technology (a "Knowledge Serum") or gives a negative genetic effect. Identified serums can be sold.
5

Unlock & craft

Inject a Knowledge Serum to unlock its recipe, then craft items at the Research Workbench (built at a regular Fabricator and placed on your sub).
6

Bad-luck bypass

Researching serums also yields Research Data (stored in the added Clipboard item). With enough Research Data you can craft specific Knowledge Serums directly — so you can still get tech even if the right artifact never spawns.
Artifact Scanner (crafted at the Research Workbench): point at an unidentified artifact; fast/red beeping = dangerous, slow/green = harmless/helpful. Use it to decide whether you can transport/store an artifact without a Transport Case. A powered Research Station also suppresses artifact effects.

Unlockable technologies

TechnologyUnlocked byWhat it gives you
Artifact ContainmentContainment Knowledge Serum (now any artifact)Artifact Containment Unit — safely store/transport artifacts (suppresses effects)
Gene CleansingFrom a Cleansing ArtifactCleanse permanent negative serum/genetic effects via a powered ruin alien device + activated Cleansing Artifact
Living MetalFrom a Living Metal ArtifactSelf-repair emitter that heals the sub (~15 HP/sec) while powered; glow + sound, drains energy, fixed range
StasisFrom a Stasis ArtifactStasis Rifle (freezes/stuns targets)
TeleportationFrom a Teleportation ArtifactTeleportation Anchor + Recall Teleport Device — teleport a crewmate back to the anchor via the health interface (rescue downed crew); recharged with an Alien Power Cell; misuse risks Teleportation Sickness
Power Cell (bonus)From a Faraday ArtifactPower Cell Recharger
Regenerative Energy (bonus)From an Addictive Healing ArtifactHealth Blaster — NT-compatible ranged healing (won't fix organs)

Artifact types & effects

Vanilla artifacts (now unidentified)

ArtifactEffectDanger
ThermalPeriodically generates fire (~30s); harmless underwaterRed
FaradayEMP blast (~8m) every 15s; out of water it shocks (stun + burn)Red
NasonovAttracts creatures (~100m) and disrupts sonarRed
Psychosis+0.5% psychosis/sec while held (hallucinations)Red
Skyholder ("Sky")Siphons oxygen (and water) from the hull extremely fastRed

Note: "Sufforin / Static / Pressure" artifact names from older guides don't match the current vanilla set (Thermal, Faraday, Nasonov, Psychosis, Skyholder) — they may be community shorthand or from other mods.

Added / mod-specific artifacts

ArtifactEffectNotes
Living MetalRepairs the sub (~15 HP/sec) while poweredHelpful; unlocks Living Metal tech
StasisStasis (freeze/stun) in a range around itUnlocks Stasis tech
TeleportationTeleportation effectUnlocks Teleportation tech
InfectionAlien infection in a range; can cause alien-infection comaCured by analarin
MutingDamages vocal cords — "Muting Influence" (can't speak / give orders)Cured by anarmu; outpost doctors can treat
SacrificialHarmful sacrificial afflictionCured by ansain
CleansingWhen activated, powers the ruin alien device to cleanse negative effectsHelpful; unlocks Gene Cleansing
Addictive HealingHeals you but is addictiveUnlocks Regenerative Energy → Health Blaster
CorrosionDamages walls over timeDangerous
InvulnerabilityTemporary invulnerability, then internal damageMixed
GillLets you breathe/dive in a ~10m range; pressure protection to ~6650mHelpful (Abyss-suit depth)
Water-DrainingRapidly drains waterMixed
DevourerSpawns/attracts a devourer threatCurrently disabled — broken by a game update; turns into a random artifact if present

Antidotes

Antidotes have deliberately obscure names that all start with "an" — search an in the Medical Fabricator. Each is crafted from the matching artifact's researched serum. (A May 2026 update added readable descriptions, so item tooltips now tell you what each cures.)

AntidoteCures
analarinAlien-infection coma (Infection Artifact)
anarmuMuting / vocal-cord damage (Muting Artifact) — restores speech
ansainSacrificial artifact affliction

Only these three names are confirmed; other harmful artifacts very likely have "an…" antidotes whose exact names aren't publicly catalogued. Unknown artifact afflictions can also be healed at outpost doctors for a hefty sum.

🏛Ruins changes

Compatibility notes

Sources

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