Medic Archive
Thread: organic chemistry.....need advice?!
i am not sure if i am using the wrong resources to make stimpacts/wound B,
bio. effect cntrllr
chem dis. mech.
solid shell
what are the better resources to use?
im using a fiberplast with a OQ of 886, is that good enough?
should i use animal meat? flora? bones and hide?
someone said to me that meat is better then using hides/bones. is this true?
what are the better ways?
my experimentations are failing too much, how can i improve this?
any and all advice would greatly be appreicated very much
You want to go for high Overall Quality first then Potential Energy second. That's all you need to look for. As long as you use the correct type of resource then you will be ok.
As for experimentation failing, try doing this : only experiment a couple or 3 bubbles in ONE line at a time. Don't use all your points at once and don't spread them out on multiple lines. I find that doing it this way helps successes more (and failures don't mean your med is now useless all the time). As you go up in skill you should get fewer and fewer failures in experimentation.
The reason why people say meat is better than hide or bone is that meat (and other foods) have Potential Energy, hide and bone don't.
In addition to experimentation getting easier as your skill goes up, it is also affected by the Malleability of your resources. So for better success in experimentation, look for high Malleability stuff.
i dont have that lvl of organic chem, im only at lvl 3 of org. chem.
but thanks everyone i really appreicate it very much
Don't feel dumb, we all had to learn these things at some point
Soko08 wrote:
So if i am in the vicinity of a food or crafting station i can experiment. I really feel dumb but i had no clue about this...i though the experimentation was all automatic. So will there be something i have to click on to experiment? Do i adjust the levels some how?
SOKO
Kachada wrote:
I hadn't considered Maliability . . . are their any organics that offer maliability stats or just metals and such?
Hide has malleability, but no potential energy. If you have lots of experiment points, I'd consider getting using a high malleable organic and skip PE in some cases. look at the stats of the materials you have available. If you have a material with both good OQ and PE, but have another with better OQ, no PE, but really nice malleability, well I'd favor the second one.
Given the randomness of crafting anyways, it's hard to accurately judge which material is "best" in all situations. Sometimes you just need to play with your materials and see which combos give the best results.
TheDweller wrote:
Kachada wrote:
I hadn't considered Maliability . . . are their any organics that offer maliability stats or just metals and such?
Hide has malleability, but no potential energy. If you have lots of experiment points, I'd consider getting using a high malleable organic and skip PE in some cases. look at the stats of the materials you have available. If you have a material with both good OQ and PE, but have another with better OQ, no PE, but really nice malleability, well I'd favor the second one.
Given the randomness of crafting anyways, it's hard to accurately judge which material is "best" in all situations. Sometimes you just need to play with your materials and see which combos give the best results.
interestin, i didnt kno that thx