Doctor Archive
Thread: please help resources
I was told that in the lower right corner of the kit shows what is used to help create better items, like biological effect controller in one part 66% is quality and 33% is potential energy, where can you find potential energy to help make these, I want to make the best. Kinda new to this
thank you
most organic food-type resources have PE. I have found that the game ignores PE on inorganics and UT (Unit Toughness) on organics, so you want to find inorganics with high OQ and UT and organics with high OQ and PE.
A biological effect controller (we'll say the normal one, not advanced first) takes some organic and some inorganic resources to make.
Many organic resources will have potential energy - just about anything except wood, bones, or hides has a potential energy attribute. As you're looking for any organic, you have a pretty wide selection so just go through that flora survey tool of yours and find the one you like the most.
In order to determine which is better, use this formula: 0.66 * OQ + 0.33 * PE. The higher the result of that equation, the better.
Inorganics, however, are alittle more tricky. Some of these do have potential energy, but some don't. Most minerals don't, but the radioactives do. Don't expect to get a PE attribute out of Chemical or Water, for sure.
A couple other things to keep in mind is this - potential energy isn't the only important thing. Sure, it'll help you make a moer powerful stim, but you can also alter the number of charges on a stim, which can, in some cases, be better than adding more power. I'd rather have a stack of stims that healed for 330 and had 36 charges than a stack that healed for 340 and had 32 charges. In order to increase charges, you're going to want to look for unit toughness. I don't know of any resources that have both a potential energy and a unit toughness rating, so I'd suggest simply deciding which attribute is more important, power or charges, and find the most suitable resources to meet that need.
One other thing is malleability. Even though it doesn't appear in the schematic, malleability has an impact on how easy it is to experiment on something (high malleability = less crtitical failures during experimentation) so, all other things being equal, you'll want something with a high malleability, as well.
Crafting is a science. There's lots of knowledge to be gained and I can only tell you so much. Try some different things and see what works and what doesn't. You'll learn a lot in the process and your items will be that much better for it.