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ADDED IN EDIT: Oh yeah, I'm asking "in general" since I get that in the example in the OP option 1 would be better against ghouls since none of those bonuses was the one for ghouls. But, "in general" I was thinking that option 2 above was best since it provides what I assumed was better protection against almost all enemies... just not all.
as for 2 "whatever looks coolest" >-> not helpful, from someone who never uses power armor and is absolutely not going to look at numbers to figure out what's ideal. this game doesn't really reward min/maxing all that well. Overall damage resistance or reduction is generally better than specific-encounter pieces, imo, because you are going to be encountering dozens of different enemy types and won't want to be switching out between your wanderings.
In turn this makes it impossible to craft some of the herbal remedies, since at least one of them requires Wild Razorgrain. They really didn't test that properly, or think it through. The Herbals are almost useless, and then they make one of them depend on one of the rarest ingredients in the game? That would be bad design even if harvesting Wild Razorgrain worked, and the Herbal you made from it was a wonder blend that healed everything.
From memory (of my CK investigation) there are about 4 plants in the whole game, in about 2 locations.
The main use is to make one of the Herbal remedies.
It works out cheaper to buy antibiotics with the same money, and the antibiotics are far lighter and only have to be used after you know you have a disease.
It's actually more effective to sell the crafting ingredients to buy antiobiotics (or a doctor cure) than it is to craft herbal remedies.
Another simple fix would be to make all herbals equally effective against all diseases. That would bring the cost effective price up to maybe 1/5th of antibotics, still lower than where they are now. That mod could possibly be done with just a keyword fix - I would have to check. If it requires altering the Survival scripts that's a no go for me, as I only bother making mods that will work on consoles.
You could also (alternatively) fix the recipes. If the herbals are going to remain specific to diseases, then allow a wider variety of recipes - basically let you make pretty much any herbal with any of the set of ingredients.
Without any such mods, the best use of herbals is to sell them. IF you have no antibiotics and no doctor access, IF you just had a risk exposure, IF you are in a vulnerable situation like combat or wilderness exploration where you don't want a disease, it might be worth tossing back one of every herbal you have with you just before you sleep. But even then it's not worth the carry weight to bring herbals with you. Better just to sell them (and their ingredients) and save the money for doctor bills or antibiotics.
Somehow this got broken, either by junior devs who did not understand the (very badly named) keywords involved, or possibly as a reaction to playtesters whining that Survival was too hard. If it is the latter, a buff, they still messed up the coding of the buff, badly.
A simple solution and one that is taken by some mods is just to make all plants edible. That is not a bad solution. My mod to make wild plants inedible (and Razorgrain edible, which it is not in vanilla Survival) got stuck in the UFO4P queue for years, for the valid reason that some Survival players have become so dependent on eating wild plants that they would consider it an introduced bug if UFO4P fixed the actual bug. So in a way the most acceptable route to getting consistent behaviour (rather than the current inconsistent behaviour) is just to make all wild plants act as food.
Yes all wild food has rads - all growing plants and animals in fact (apart from prewar types), at least until you cook it. Razorgrain is only worth growing in small amounts in Survival because you can cook it into Noodle Cup which has no rads, but only if you have spare dirty water which is the limiting factor.
Some recipe mods let you use wild variants instead of domesticated and vice versa, and purified water for dirty water (since, stupidly, purified water is vastly more abundant than dirty water).
What the Survival game really lacks IMO is a way to make rad-free disease-free food from cooking just domesticated crops (maybe in combination), rather than needing to add meat, which van only be hunted. Vegetable soup is the only option and that also iirc requires dirty water, which is scarce.