Medic Archive
Thread: Easy Question im sure, but im stumped =P
Elyia
I use the Artisan's Survey skills to find inorganic component.
To do that you need to take on the novice artisan skill anduse a mineral or chemical survey tools.
I also use a floral survey tools for my organic suply.
Possibly your best bet is to buy the novice artisan trade for 100 credits, then go to a bazaar terminal and buy a mineral sampler. I found one for only 50 credits. Then you can survey your own minerals, which will take care of your inorganic needs.
Another possibility is to buy inorganics from the bazaar terminal.
1) Buy Artisan skill for 100.
2) Buy mineral extractor or 27 metal and make one yourself with the general crafting tool.
3) Extract enough metal to build flora, chemical, and water surveying tools (50-75 metal).
That will set you up to be able to survey for the four things that you need to make all the basic medicines. Surveying is easy but boring. It is incredibly quick to move up the Surveying discipline tree and so slog through until you get to Surveying 3 or 4. It will happen before you know it.
If you wish to carry the formula further:
4) Grind out survey, crafting and repair tools until you hit Engineering-3. This will take a lot of metal and fewer chemicals. But the stuff you make for sale (100 is a good price for those, IMO).
5) With Engineering-3 you can build deeds for Wind, Mineral and Flora harvesters.
6) Run quite a few missions because you will need a lot of credits.
7) Place your wind harvester and let it run a few hours harvesting energy, fueled by credits.
8) Place your mineral harvester, fueled by credits and wind energy. Keep half and put the other half up for sale (5-10 credits per unit, depending on quality; more for REALLY rare metals) to generate more credits.
9) Place your flora harvester, also fueled by credits and wind energy. Try and keep the three harvesters relatively close together (and preferably near your home city, though that isn't always possible) because you will have to run between them a lot.
Try and keep your wind harvester funded for a couple of days. Then try and keep your mineral and flora harvesters funded and fueled for 4-5 days. Unless the deposits dry up (which certainly happens), that should give you enough resources to last for a very long time. When they run out, rinse and repeat.
Should all this be required from a non-artisan to practice their craft? In my opinion, no. But it is how the devs envisioned the profession to be played (in fact, add factories, which I'm not going to get into) and it is the easiest way to play it now.
Scorus
heh, nice to know I'm not the only one who was wondering that. I'd love to get rid of some of the organics that I've found via /foragemedical
Thanks for the help!
I have a question that is stumping me. What are the best materials to use? It only specifies Metal, or mineral, etc. but is there one material that is better than another, or does it all depend on what the environment is.
I'm trying to make stimpacks so when we go hunting, I'm a marksman with some medical exp.
The higher you go, the more difference it makes in terms of number of charges and amount of healing per use. Remember that by that time in addition to crafting the final pack, you will be crafting three components. Whenever possible, do this next to a crafting station so that you can experiment. Experimenting never hurts and usually helps, it can mean a few more charges or a good bit more healing power. Don't waste time on Decay rate, our stuff gets used up long before it has had a chance to decay.
In your datapad you can view each schematic, you will see a little chart at the bottom saying which resource properties affect what aspect of the item. In general, Overall Quality (OQ) is the most important followed by Potential Energy (which is only affected by the organics), but that is off the top of my head so please check it. Resource properties ranges from 1-999, I believe, and you want to stay at the top end of that whenever possible. Some examples from a few days ago: There were two types of water on Corellia, one with a 626 OQ and one with a 890. In that case, I would take whichever is closest. However, there were five types of chemicals with OQ's of 73, 82, 92, 170, 951. Needless to say, I go the extra mile to survey for the last one.
Scorus
When you go to craft your stim pak look at the schematics. On the right hand of the window it will tell what each item is dependant upon. I. E. x% Durability x% Quality. Then look for those resources that give you what you are looking for. In general all Resources have there own stats ranging from 1-1000, 1000 being the best. So in looking for resources I always try and find the ones that give me the highest stats for what Im looking for.
Do you need to get this envolved....probably not but I kind of liked trying to make the best stims I can. Worrying about the characteristics of a resource probably only really comes into play when you are trying to run experiments and make a manufacturing prototype to reproduce it in a factory. Other than that I dont think in general it will impact your stim making all that much.....maybe a point on its effectiveness here and there.
Hope that helps. : )