Medic Archive

Thread: Experimenting while making meds

Winin
Sat Jun 28, 2003 8:54 am
#1

So I made a medical/food crafting tool and I went to the public medical crafting station and selected it. Then I used the specialty tool and made some meds (wound packs and stim A's). I thought I was supposed to be able to do some experimentation with that? In beta, the only crafting I did was traps and camps out in the field, so I never bothered. Now I'd like to experiment. What am I doing wrong? I have several types of resources, so is "experimentation" just a matter of choosing which resources to use? I had the impression that there was some extra crafting screen where you toyed with the properties.


Thanks




Augro - Explorer, Gunfighter, Critter Wrangler
Kettemoor
whaledawg
Sat Jun 28, 2003 10:53 am
#2

While standing near the Public Food and Chemical crafting station and using a Food and Chemical Crafting Tool(this is not the General Crafting Tool, but with the General Tool you can build this one) just assemble the ingrediants as you normaly would. At the point where it would normaly ask you to finalise the item a new window will pop up asking if you want to experiment, make a prototype or make a schematic. Choose experiment.



You will then find you have one experiment point for every level of org. chem. you have. You can then experiment on the meds doses, durability and effectivness. As far as I can tell, durability is worthless and I dont need more doses since I want to craft meds to gain exp. So I allway experiment with effectivness. You can experiment with as many points as you want at a time, but the more points you use the higher your chance of failur(this chance will be displayed). This may seem unclear now but it will make alot of sense once you are there.



As for ingrediants, if you examine your resources you will see different ratings from 1 to 1000 on various things such as quality, flavor and conductivity. If you look at the schematic for the med you will see the 3 things you can experiment on, doses, durability and effectivness, with different percentages for different properties such as quality, flavor and conductivity. The higher the percentage the more important that property and the higher the rating of the resource the better it is with that property. These higher numbers really just mean better chances of successful experimentation.



Hope that helps.

vortexala
Sat Jun 28, 2003 1:46 pm
#3

Yes, you must be near a food and chemcial station. Sometimes you may need to just stand right next to it while using the specialized food and chemical crafting tool.



The experimentation window should pop up right before the final window where you can rename the item.



Also, try and use resources with a very high Overall Quality. Berries/Fruits seem to be the best organics to use in my experience, with copper/steel for the inorganics.




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Winin
Sat Jun 28, 2003 10:01 pm
#4

I tried again and managed to get it to work, Thanks! I guess I was 1 meter too far away or something last time.


I made some 12 shot stimA's. Time to play around more. I've been using copper and tatooine reptile meat. It has the best quality/flavor that I've seen in the organics I harvest. I'm going for Bioengineer, so I figure I should use those organics that I'm harvesting and limit my /yawn survey time to the inorgs.




Augro - Explorer, Gunfighter, Critter Wrangler
Kettemoor
Winin
Sun Jun 29, 2003 12:40 am
#5

Thanks for the tips. However,I was using the food/chem tool near the food/chem station and I didn't get any experimentation window. In fact, I did it immediatly after with the general crafting tool and the crafting screens were identical (as far as I could tell).


Hmm, I'll have to try some more and see if I can get it working.




Augro - Explorer, Gunfighter, Critter Wrangler
Kettemoor
Mapl3
Sun Jun 29, 2003 6:51 am
#6

For meds,,the most important things are quality for your inorgs and for your organics Potential Energy then quality




Goohe's Medical Outpost in Mos Exigo 5811, 4900
- The Regulators
- Master Doc/Master Rifleman
Winin
Sun Jun 29, 2003 8:06 am
#7

Cool thanks!




Augro - Explorer, Gunfighter, Critter Wrangler
Kettemoor
rjlvoodoo
Sun Jun 29, 2003 8:09 am
#8

I've found that for A level medicine experimenting isn't really worth it, both because they're weak to begin with and because at the point you use A level medicine you can't experiment too well yet anyway (low medicine experimentation skillmod).


For B and above medicine it's definitely worth it. Be sure to experiment the components too, this can really help a lot in the final product!

Winin
Sun Jun 29, 2003 8:11 am
#9

So those biological dohickes that we can make at Orgo I are the components for the B meds?


Most of my A meds are stock, but I figure I'll play around with experimenting now while the components are cheap. Plus it is kind of fun.


I was a fencer/dancer in beta, so all of these crafting and medical skills are new to me.




Augro - Explorer, Gunfighter, Critter Wrangler
Kettemoor
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