Doctor Archive
Thread: Best resources for Meds
This is a post to start a list of resources that you have found to best compliment your meds. List the resource and any advantages you can remember.
I would say list the planet, but since resource locations change all the time, this may not work
I'm a tad scared to list resources that are REALLY good on an open forum like this. I am one of those doctors who buys everything they use to create stims, because I really really REALLY don't like surveying. ![]()
I can see prices on the good stim resources go WAY up because some of the people who farm it read this thread.
Having said that, I'm going to throw caution to the wind and say that one resource I really like to use in my Chemical Components is Correlian Fiberplast. I can usually find it with OQ 950+, and it does a really nice job.
-BD
Pretty much anything with good overall quality, its how you get stim C's to heal in the 800's, ive made 320 base stim C's from meat and gemstomes to pretty much everything. well chemicals dont seem to work to well but otherwise steel seems to be best but really any metal with high overall qaulity
Every server has a completely different set of resources.
Then to make it even more fun...
All planets in a Galaxy may not have all resources.
Some resources aqre planet specific in each galaxy (water, fiberplast for ex.)
Some resources COULD be on all planets in a galaxy, but probably aren't (ditanium copper, class 1 radioactive)
To make it even harder...
If a material is mined out on too many planets (there must be a copper on 2 out of 9 planets or 1 will spawn) a new one will pop [holo posted with a list of minerals and the requiremente a while back].
Every few days, every resource (depending on type?) Can despawn, to be replaced (maybe by a completely different type... as long as there is the minimum number of coppers etc. an extra copper could spawn as a n aluminum (but not in te same palces, or even the same planets) [not exactly sure on the mechanics for this one.]
With materials now turning over... There is a good chance, that by the time you collected stats for every material on a server, one would be gone/replaced.. if not more...
Some people have talked about threads in their respective galaxy's boards to keep track. Some PA's have also speculated on a running list of materials on each Galaxy-server. Dunno if any of the m actually do it though.
Well, how about this. A list of resources that alll advanced medics, docs and CMs could use. Not sure yet on the CM ones, but here is a quick list of some of the specialized resources that I know I could always use. Obviously if multiple type so fa particular resource are available the Higher the OQ the better the resources. Relatedly high values in Potential Energy, Maleability, Flavor, Unit Toughness and Decay Rate can all be useful to have high as wel (the levels of which depend on what the resource is being used for, obviously.)
Lokian Wild Wheat
Tatooine Fiberplast
Herbivore Meat
Class 4 Liquid Petro Fuel
Class 2 Liquid Petro Fuel
Yavin Fiberplast
Eleton Reactive Gas
Titanium Aluminum
Dantooine Berry Fruit
Talusian Water Vapor
Tolium Reactive Gas
Class 1 Radioactive
Dolovite Iron
Avian Meat
Anyone got anything some of the others that I know I'm missing?
Yes
Add insect Meat& Fungus to this list for CM poion and Disease packs
DisplacedSurfeR wrote:
Pretty much anything with good overall quality, its how you get stim C's to heal in the 800's, ive made 320 base stim C's from meat and gemstomes to pretty much everything. well chemicals dont seem to work to well but otherwise steel seems to be best but really any metal with high overall qaulity
stim C's in the 800's? You mean 600's, right? Don't think you can get them to the 800's without using janta blood or some other rare loot drop.
Dumb question ![]()
but what meds do "Maleability, Flavor" factor into?
I can't recall seeing any meds that need those.
No med use Flavor.
However every crafted item in the game uses Maleability. Higher Mal reduces crit failures and increases chances for successes, as does OQ.
Is this stated by the dev's somewhere? Or do you feel malleability helps just due to observation?
I never knew about this.
Let's just say that rumor has it the Devs said it was true someplace/Besides itwasalso been confirmed in testing. You can easily confim it yourself. Start a Novice Medic. Then make a Stim A with the same Organic but use 2 different Inorganics with similar stats, but where one has a high Mal and the other a low one. At that level your difficulty meter actually displays a difficulty level on experimentation. You'll very easily notice that the low Mal resource has a very high difficult compared to the High Mal one.