Starbound

Starbound

Nerfed Quick Salves into Bandages
14 Comments
Xaliber 15 Nov, 2017 @ 3:36am 
Yup, just realized after posting that. :p
Fjarun  [author] 15 Nov, 2017 @ 3:19am 
Was going to say it's already up now, but seems like you noticed.
Xaliber 15 Nov, 2017 @ 3:19am 
Yep. Thanks a lot!
Fjarun  [author] 15 Nov, 2017 @ 2:08am 
That, or just rely on salve for the majority of the time and only tap into the bandage stock when its really needed, yeah. I'll probably make a further balance version later today for those who want to just run it in a mostly basic game I guess. 2s+2f should fit into vanilla balance pretty solidly.
Xaliber 15 Nov, 2017 @ 1:57am 
I see. I think 2 salve + 2 fabric could be more balanced. Because you can craft salve anywhere but you can only craft fabric in the crafting table.

So it will require the player to make bandages in base where fabric is readily available, or make the player bring a stock fabric for emergency bandage crafting while they're exploring (as salve is easier to restock than fabric).
Fjarun  [author] 15 Nov, 2017 @ 12:21am 
(Text wall warning)
I mean, your basic idea isn't wrong but when the only upgrade is speed of the effect it feels particularly bad to the player to have a high ratio in terms of how much both would heal you when you compare them.

If I were to try to balance it further I'd probably do 3x salve and 1 fabric/ 2x salve and 2 fabric.
The root item for all of these is luckily the same, being plant fibre, so we have a point to go back to use for compared material costs.

Generally speaking, at least in every game of starbound I've been in, healing items are typically made in bulk after a big planet crawl, so any minor extra costs will add up because of how many you likely make at the time. The bandages available at the relevant crafting table are 2 fabric a piece I believe, which is in turn 8 total plant fibre. Meanwhile a salve is also 4 plant fibre.
Fjarun  [author] 15 Nov, 2017 @ 12:21am 
So for portable crafting you're paying an extra 8 plant fibre per bandage for the 2x salve and 2 fabric example. Meaning double the original cost, so the original crafting method for them is literally twice as cost effective, making it highly likely as soon as you can you'd upgrade to using that as opposed to portable crafting them. That and the original crafting method only has one ingredient, meaning less preparation to actually get the items.

Its also quite nice using fabric for this because it makes sense normally speaking, fabric and salve together could be a decent improvised bandage, while we can assume making them at the table you only need the fabric because you have the needed medical supplies on hand at the table.
(had to post these in an odd order for it to make sense given sense meant it had to split)
Xaliber 14 Nov, 2017 @ 11:47pm 
Hmm I see. I was thinking of 5 salves because the regen is 10x faster than ordinary salve (1 secs compared to 10 secs). But I'm not too good at balancing so I guess my estimate is a bit off. What would be better balancing than longer crafting time then?
Fjarun  [author] 14 Nov, 2017 @ 11:06pm 
It has 0.5 second crafting time, so not quite instant but nowhere near what the original mods crafting time was. - The Instant crafting I was refering to is a mod in the top 20 all time I believe.

Maybe, if there is interest from others then sure, I don't see a problem with making a further nerfed one. Though 5 salves + 2 fabric imo would be a bit steep, the advantage of bandages is just speed of healing, which makes them massively more useful in combat where you need to top off health quickly.

Given the only real upgrade is speed however, I would think that scaling the cost too high would just mean no-one would really be willing to pay said price outside of when needed I.e bosses again, so it would feel somewhat forced on the player as more of a bad interaction then a viable option.
Xaliber 14 Nov, 2017 @ 10:38pm 
Oh I haven't tried this; so this has the instant crafting time?

I agree that extra crafting time isn't really a good balance, though I guess it shouldn't be too instant either (maybe a bit longer than salve crafting?). But if we're up for more balance I think extra crafting items should be needed, since the crafting is portable. Maybe 5 salves + 2 fabric?
Fjarun  [author] 14 Nov, 2017 @ 9:40pm 
If enough people show interest in a version with a longer crafting time it'd be a simple edit to make, as this one is using the 0.5 seconds craft time quality of life change I originally made these for.

With that said honestly I don't usually consider crafting time a good way to balance something, its more frustration then challenge if you need to make a lot of them, and given how popular instant crafting alone is, a great deal of people just want to skip craft times anyway.

Xaliber 14 Nov, 2017 @ 7:07pm 
Yeah. :p The original idea is simple yet great, and this one strikes the balance better. I've thought of having 10 salves to craft 1 bandage (since it's 1 second regen for bandage), but I think 2 salves + 1 fabric + 5 seconds crafting could work too.
Monki Bidniz 14 Nov, 2017 @ 5:30pm 
@Xaliber Well thats the point XD
Xaliber 13 Nov, 2017 @ 2:49am 
The fabric is a good idea. I think this is more well-balanced than the original.