Chef Archive
Thread: Alcohol, resources, and experimentation
I see that any mixology drink can be used when "alcohol" is a resource component. The faq mentions that Aludian Pu36 is the alcohol of choice for this. If I take this as gospel, then I should start thinking about getting the resources for it now (metal, reactive, cereal, fruit).
So that leads me to two immediate questions. Does resource quality matter on this? IE: am I going to be making "better" Aludians with better resources? The next question is obvious - can I experiment on Aludian Pu36? Does it matter if I do, and if so, what matters most?
I come from a medic background. I know that when I make medical components, they have stats (like power and charges) and experimenting on one line will raise one stat. If I want "the perfect stim" I need to know which component is most effective for a particular thing. IE: Experimenting on power with the only component with experimental charges isn't a good idea. Is this how Alcohol works - is there some stat (visibile or hidden) that affects the final product?
Jihadic wrote:
Unfortunately, not all subcomponents have all three that can be experimented on. I believe carbosyrup only has Flavor(duration) and Effectiveness(buff) as experimentable.
Yeah I meant tomention that but it muddied up the pointI was trying to make. If I make an AdvBEC, one generally experiments on charges because the you get more "bang for the buck" since using an experimentation point for charges gets you more than using an experimentation point for power. Experimenting for power doesn't help much. On aludium should one one focus on buff first and not quantity or vice versa?
I've never focused on quantity before, but I am seeing people selling Angerians with a stack size of like 10 or so when mine come out with 5. I'm wondering if I should just start experimenting all subcomponents for quantity as the added bonus for fully experimented subcomponents doesn't seem to be a huge difference(maybe about 25% more buff from what I can see) whereas the quantity jumps significantly(sometimes almost 100%)with no experimentation on the final product. You'll definitely not have the largest buffs if you go for quantity, don't get me wrong, but you may have a more sellable product if you have a good buff with a great stack size.
My second character is going BE so I'm going to fiddle around with cognitive enhancers and quantity experimentation and post the results here as soon as I master BE. Now where am I going to get 20K domesticated meat and 20K wild meat from
. (Yeah, whatever I make with BE components WON'T be cheap)
A_nita wrote:
I come from a medic background. I know that when I make medical components, they have stats (like power and charges) and experimenting on one line will raise one stat. If I want "the perfect stim" I need to know which component is most effective for a particular thing. IE: Experimenting on power with the only component with experimental charges isn't a good idea. Is this how Alcohol works - is there some stat (visibile or hidden) that affects the final product?
Actually this is a very good question and one i think would require some detailed experimenting. I do have a medical background so I believe I know what you are asking. AdvBECs have a power and a charge rating you can experiment when making a stim. Typically, one experiments only on the charges and then if any points left over experiments on the power. AdvCRDMs only have a power so you have no choice.
Chef (and Artisan) subcomponents have all three choices : Filling/duration, effectiveness, and quantity. When making a food with subcomponents, do some subcomponents deserve to have different lines experimented on them as opposed to the other subcomponents, i.e. pastebreads should always have full effectiveness while dough should always be quantity? I don't have a full answer.
I tend to experiment for effectiveness to a point and then the rest into quantity unless it is a food notorious for a low duration in which case i might boost duration.