Making medicine?

Started by wolfman1911, August 16, 2014, 06:24:08 AM

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wolfman1911

Now that medkits have a use, and are thus depleted with use, is there a plan to make them produce-able in a future update? Or was I not paying attention and there's a way to make them now?

Also, I would like to say that I really love the new stuff. I haven't really played much since Alpha 4, so it's been an extra bonus for me. My last colony was going pretty well, except that my colonists were forgetting to make food, but whatever. It turned out that one of my people had faked her conversion, and she tried to escape, only to be disabled and recaptured. It snowballed form there, because a group of raiders dropped literally in the middle of my base. We took them down, and captured a few, but then some of my folks had to be treated, which meant that they weren't making food. Also, earlier there had been a psychic assault which had driven one of my original three mad, and he lost a leg in the fistfight to get him back under control.

Long story short, my entire colony wound up starving to death because of a couple of unfortunate events combined with my colonists continually forgetting to cook meals. Also, my legless miner was the last to die, and funny enough, someone else starved to death while feeding him.

mod3stmouse

#1
I am not sure if there will be a way to make it in Alpha 7. Right now you can buy it from tradeships.

There is a mod that allows you to make medicine tho, JuliaEllie's "Apothecarius"

http://ludeon.com/forums/index.php?topic=5450.0

edit: Also to deal with the starvation problem, maybe try landing in a temperate forest? There are usually lots of deer and also berry bushes to hunt/harvest and supply a nutrient paste dispenser. And if you leave your nutrient paste dispenser installed, even when you get further along into the game if you see that you are running out of food you can just turn it back on and then all you ahve to do is keep the hoppers filled for your colonists to get at least a basic meal.

UrbanBourbon

My hunch is there's a small chance Tynan will make medkits producable... but that just means there's a far greater chance he won't.

Now that medkits cost a fortune, I'd suggest hoarding everything and going overboard with farming, just so you'd have a massive surplus of potatoes for sale, and you could use the profits to buy all the medkits. I suppose having a good farmer in the beginning is now a great advantage.

putsam

I have a strategy where I have a normal farm for potatoes and a half size farm for berries because berries sell for twice as much but take the same amount of time to make

litlbear

always resort to cannibalism
yes

Rahjital

Quote from: putsam on August 16, 2014, 12:37:00 PM
I have a strategy where I have a normal farm for potatoes and a half size farm for berries because berries sell for twice as much but take the same amount of time to make

Berry trading is out, unfortunately. It was replaced by survival meals.

wolfman1911

Oh we had plenty of farmland, and plenty of cooks, they just got distracted by other stuff and never bothered to cook. Also, my warden did have the cannibal trait, but it never came up.

mod3stmouse

Well if you have plenty of food but distracted cooks...

1. You could set the priority list to manual and pick your best chef and ranked Cooking as a 1 or 2 above the other tasks so that they will do it first and foremost.
2. Turn nutrient paste dispenser back on and allow them to get meals that don't require cooking.

Good luck in your future colonies :)