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Well, it does craft 3 units per recipe, though I didn't put the total result of the recipie in the description. Should probably change that.
The reason I made it worse than if you just used Broad-Spectrum Antibiotics instead of 3 Antibiotic Supplements is because, well, there's got to be some kind of effectiveness loss when diluting it. I don't just want it to be Broad-Spectrum Antibiotics divided by three, since that would completly make them [Broad-Spectrum Antibiotics] useless.
Besides, the Supplements have highly reduced organ damage, which makes them have a good payoff compared to it's more potent version.
Idk, make it make multiple while crafting or smth to match the effectivness of just giving antibiotics. Or make it not use antibiotics at all and smth else.
I don't know about adding an affliction (Since that would be the easiest way of doing this kind of thing), since i'm trying as Vanilla+ as possible, so probably as little janky stuff as possible. Though, I can (and did) just decrease the organ damage by half. That does mean that no more (decent) husk healing, but who was using this for that anyway?
This change helps keep the supplements viable, while not completly destorying the usefulness of Broad-Spectrum Antibiotics.
Would it be possible to change the organ damage debuff chance on your antibiotic supplement so it procs only if too many are taken at once, like aspirin overdose? In real life, small-dose oral antibiotics wouldn't cause immediate organ damage. Not even IV broad-spectrum antibiotics would, unlike the vanilla game item.
Sorry for the wall of text. I like the little bit of complexity your mods add, but this death-by-a-thousand-cuts DOT situation becomes too much trouble to manage, and we had to remove the mods from my multiplayer campaign.
Thanks!
I think the problem was that there were 3 parts of the affliction that did something, instead of 4, so the affliction was split into 10-50, 50-75, and 75-100.
There should now be four parts that act on the character, and the organ damage between 10-25 should now be only 1 damage at a 1% chance per second. 25-50 is 1.5 damage at a 2% chance per second, 50-75 is 2 damage at a 4% chance per second, and 75-100 is 2.5 damage at a 8% chance per second. (There's also a nausea chance)
This should probably be better, unless you really take too much, at that point visiting the outpost doctor is the best choice of action.
Would it be possible to adjust the afflictions so, for example, one dose of a given med does nothing; two doses causes vomiting; three doses causes organ damage? That would still prevent spamming these meds without being quite as punishing.