I would like to see something like chemistry station, just like the herbalist table, with the diffirence of making some simple outcomes:
1 Fertilizers, which would increase the growth speed for plants by some small amount
2 Decoys for wildlife (as it would increase the spawn rate of certain animals in the area)
3 Medicines, as it would allow to create new salvos in the game
4 Potions for short time buffs (simple as that)
5 Transmuting materials into other ones ( this might fo too far but i thought of producing gum,preservatives for increased food bonuses etc..)
Let me know guys if this fits this game, or if you like the general idea behind that.
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Necrisha
- Posts: 211
- Joined: Sat May 27, 2017 7:40 am
Re: Simple chemistry
Add Repellents, to that list: reduces spawn chance of specific animal for 24hrs. (requires fresh hide of predator more powerful than it, IE wolverine or bear hide to repel badgers)
Solvents: can be used on certain buildings to reclaim 20% of materials at slightly decreased q. q level of solvent hardcaps materials recovered. Metals, stone, glass, bricks only recovered?
Solvents: can be used on certain buildings to reclaim 20% of materials at slightly decreased q. q level of solvent hardcaps materials recovered. Metals, stone, glass, bricks only recovered?
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Simple chemistry
When I can kill wolverine or bearI to get the hide I, by definition, don't have problems with badgers anymore.Necrisha wrote:Add Repellents, to that list: reduces spawn chance of specific animal for 24hrs. (requires fresh hide of predator more powerful than it, IE wolverine or bear hide to repel badgers)
We had that deconstruction discussion a while back - it was turned down as it, according to the devs, would allow mass production of high quality rare materials.Solvents: can be used on certain buildings to reclaim 20% of materials at slightly decreased q. q level of solvent hardcaps materials recovered. Metals, stone, glass, bricks only recovered?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Zaplutek
- Posts: 11
- Joined: Sun Jul 28, 2013 12:24 pm
Re: Simple chemistry
Still thinking about pots. We have buffs already so brewing up with fairly rare materials to increase, lets say q of meat, lower stamina drain, better chance to find curios from animals, forage etc might be pretty useful. Especially when combined with some rare find (ore,strange root, lynx and so on).
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ctopolon3
- Posts: 488
- Joined: Mon Nov 23, 2015 10:22 am
Re: Simple chemistry
+1 Alchemy & poitions