Medic Archive
Thread: resource traits effect on stims?
so i'm trying to figure out how to make the best stims and what resources i should use to make the best stims, and i'm coming across a lot of info about like malleability and potential energy and other traits that seem like they have an effect on the final product of a stim...does anyone have this compiled together? like what all of the resources and their traits do while making a stim?
also, does anyone have any info about experimentation? i'm trying to figure out if experimenting on components of stims (biological effect controllers, liquid suspension, and chemical duration mechanisms) actually helps the stim in the end, or if it's better to just experiment when making the final stim to make the best kind of stim.
thanks!
Lapus Lazuli (SOAW)
Novice Carbineer/Novice Bio-Engineer/Master Medic
Ahazi, Nomad
I believe after the patch, I think the only qualities you need now are Overall Quality (66%) and Potential Energy (33%). You can see by the weights that OQ is worth twice as much to the finished product as PE.
For the organic, you needa "food" to have both qualities. As where to get them, that's something you will just have to buy or search for. I've had a lot of luck with the advanced resources as far as quality and oddly enough, fungi too.
For the inorganic part (when not specifically requiring a metal), look for a high-quality liquid-petro fuel (a chemical). It is one of the few inorganics that has OQ (as does everything) and PE. (I think radioactives might too but I can't remember).
Yep. overall quality and potential energy are the big things. For inorganics, you could try solid petro, liquid petro, and radioactives. I usually just give up and use some high quality fiberplast I have stockpiled. Some components require a 'chemical' specifically, others merely 'inorganic'.
Experimentation is good. On both components and the final outcome. When you make components and it has values like "charges" and "power", those really matter. So... do the experimentation.
High malleability can make experimentation less risky. However, most items with good PE don't have any malleability whatsoever. So there's some risk there.