Artisan Archive
Thread: Mass Production of Stims
Hello all,
Does anybody know a good site that has a walk-thru on mass producing Stims?
As far as setting surveying... setting up harvestors.... running a factory and stuff?
Thanks
St-Anger, Cleaver of Bloodfin
Hello all,
Does anybody know a good site that has a walk-thru on mass producing Stims?
As far as setting surveying... setting up harvestors.... running a factory and stuff?
Thank you
St-Anger, Cleaver of Bloodfin
Schism, its not quite as complicated as you make it sound. If all your producing are stims up to C, then all you need to do is look all over your planet of choice for a high quality organic (if you're also a doc, id recomend specifically looking for seeds, as then you can craft C woundpacks) and some high quality chemical. As to the stats that would make them high quality...I generally like to find an organic with high overall quality and high potential energy. If my memory serves me right, there are organics without potential energy. If you choose an organic without potential energy, make sure the chemical you chose has potential energy. If you can find an organic with high (i define high as at least 800, and anything above 900 i consider perfect) overall quality and potential energy, this makes your serach for chemicals easier, as you only need overall quality. Again coming from memory, i believe that the charges are affected by unit toughness, which can typically be found on fiberplast. The trick is finding that high quality resource in a good concentration...luckily, the job is pretty easy with such generic requirements. Generally, you can consider anything above a 70% concentration golden, and anything above that gravy. Get to much below 50% and you'd be better off placing someplace else. An important consideration about harvesters...they require both maintenence money and power to run. You will either need to purchase your power from someone else or place wind/solar extractors in order to gather it yourself. It only takes 600 power a day to run a personal harvester, so if you're not running a gigantic number of them its not hard to keep up with. Oh, and make sure you stockpile a little cash beforehand as well...they take 720 credits a day to keep running, and if they dip below that they will need expensive repairs. Once you have the materials, its time to make your schematics.
To be able to mass produce the stims, you'll probably want to mass produce the parts as well. I'm not sure how picky schematics are when it comes to using parts, as ive never tried to use anything other than a factory produced part. I recomend you make a schematic for each of the three parts involved and manufacture a couple of eachthem before working on your final schematic (i'll describe below how to use the factory). On making factory schematics: its important to remember that the advantage of making them in the factory is that you only have to have one really good experimentation success, and then every stim after that will be just as good. I always try at least twice, each time making a schematic rather than a finished product. Once im happy with one of the schematics, i delete the ones that werent up to par. Another hint on schematics...I like to name parts and finished products with a revision number after their name so when i run out of one set of materials and move on to the next i can keep track of which parts came from which batch. Once you have a schematic in hand, its time to move on to producing stuff!
Factories are a real pain in the neck, but they're definately worth the effort. First, you need a foodfactory...this can be difficult, as they cost an archetect about 13,000 resources in total to produce. Expect to pay in the relm of 50,000 to 70,000 credits to get a hold of one of these bad boys. Once you have the factory,the procedure is pretty simple. First, make sure it has enough money and power (it drains money continuously, but only uses power while manufacturing). If its happy and fed, go ahead and insert your schematic by accessing the schematic slot and selecting the desired schematic from the list and pushing the appropriate button. Once the schematic is loaded, you can pick for the machine to show you an ingrediant list for that schematic. Generally a good idea, this makes sure you put the right kinds of materials in the input hopper...it can be very helpful at this point to have named your parts withsome sort of uniqe identifier, because then you can make sure you put the right ones in theinput hopper. Next, open the input hopper and put in the materials you need for that schematic. It's important to use exactly the same stuff you used when you created the schematic, otherwise it wont work. For making parts, its easy...if you want 100 bio effect controllers, toss 600 of each of the required resource in and turn the factory on. If you need a box of 50 stims, be prepared to do a lot of clicking. Currently, factories dont properly pull parts out of boxes, so you have to unpack them manually. With the restrictions on the input hopper size, you cant make more than about 32 stims b/c in a box in one run...a full box will take two runs. Despite the hassle, its worth the effort...it would take quitea while to make 30 stims by hand, and there would be wasted materials due to failures. Factories can do it while you're off on Lok fighting kimogillas, and they'll never (well...once the bugs are all fixed
) eat any resources.
Hope that helps!
WOW! Great responce! That helps alot....
One other question.... What is the whole thing with experimenting? Should you experiment? Also what attributes are the most important when distributing the exp points?
DEFINATELY experiment! it makes your final product better for free (well, you do run the risk of failing and making it worse, but its worth that risk, especially on making a schematic). Experiment on everything from parts to the final combine, because despite what some might say it can make a big difference using a BEC with stats of 7 and 4 instead of the default 2 and 1! What is most important is kind of a personal preference. At masterdoctor, i typically put four points into charges, and six into effectiveness. if you would rather have one pack last longer and be slightly less effective per shot, go for charges. If you want each pack to heal more damage at the cost of having a few less charges in the pack, go for effectiveness. In the end, you should just play with it and see what suits you. One quick hint...dont try to spend all your experiment points at once, it dramatically increases your chance of failure. If you have two points, spend them one at a time. Once you're up to four, you can probably spend them two at a time. With ten points, i never spend more than four at a time, and generally get very good results. Your mileage may vary, however, so just play with it!
Have some fun with it...the crafting system in this game is pretty neat.
Schism_Lateralus wrote:
One other question.... What is the whole thing with experimenting? Should you experiment? Also what attributes are the most important when distributing the exp points?
By all means you should experiment. Experiment on components and the finished product. You'll have a better stim as a result.
Important things to experiment on:
BECs -- I usually experiment on charges full if I am making stims to sell and 75% charge and 25% power if they are for me.
Liquid Suspensions: Usually go full effectiveness on these
Chemical Components: Full effectiveness
Solid Delivery shells: These just give you one choice -- full effectiveness ![]()