#[Duskruin] - Survivalist's Kit
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Ta'Vaalor also sells only tinctures
Teras with ales
Shameless plug for Gittyna, but she has the beltworn kits available for sale with the liquid feature unlocked in her FWI shop. They are also max lightened and then normal max deepend as an added bonus.
I appreciate it! After looking through my gear I think I'd like a shoulder worn one actually š but I'll check them out if I change my mind
So, this was just pointed out to me upon logging in- if the case is actively distilling, itās messaging displays BEFORE a log in message does.
In my case- āA low thrum of gears emanates from Trallihnās second rate case.ā and then my customized log in messaging displayed āA pungent smell wafts into the area. After a moment, you notice Trallihn has walked in.ā
(Iād think it should be showing the other way around though)
Eherbs 1.5.14 has been released that includes a couple bug fixes
- bugfix for leaving people at the bank
- bugfix for opening/closing containers
- added option stock survival kit as combined total of herbs and potions```
The survivalist kit extractor, if enabled in the setup, will check and see if your extractor is running and if not, grab any missing liquids and if none are missing, take the one with the lowest value and start.
š¤ so we no longer need distiller?
That's awesome! Thanks.
how do you control the eye in 707?
You may be looking for #sorcerers , but TELL EYE should give you some help.
Shoot sorry wrong channel. Thank you
Any chance the survivalist kit can be made to work with the foragable precurser items that are not inherantly hebrs themselves? Such as wingstem root. Even if its another upgrade.
It's not the exact solution you want, but there is an -inator for foraged items that I believe would store those.
vasculum. Or as I like to call them, vasculusaurus.
I was hoping this kit could still do the alchemy of turning them into tinctures that it is doing for the other solid herbs... so perhaps adding it to that upgrade item?
Then we could forage for rose-marrow root to make all those potions we can never find!
Getting 150 storage survivalist kits meant I had nearly a month where I didn't have to drop wolifrew or rose-marrow potions on the ground after a hunt.
Wingstem only comes as potions, there is no "herb" for wingstem, only the ingredient needed to create a potion.
They all start as actual herbs, and move to potions (not as ingredients).
I think the kit is actually turning the herb into a food as well.
The herbs are skipping the alchemy process and going to potions though, so š¤·
Woule also like to propose a SHAKE verb to go through and and refill what can be from the bag contents. Assuming that couldn't be made automagic.
Honestly I think it'd be nice if you could just eat rose-marrow root, or wingstem root, and get the healing benefit from it. But that's apart from the survivalist kit.
I'd like a talneo root. I always seem to run out of that first.
While i understand the various distinctions being made, i don't think my suggestion breaks the spirit of the item...
There is no reason why the 'dose' varient of the various solid potion herbs couldn't also be healing. Even if the raw foragable itself wasnt. Though that is beyong my original suggestion. I just want to be able to distill them.
Seems more like something that is grandfathered in to keep alchemy relevant, but this item is already bypassing alchemy for all intents and purposes. At least as far as healing goes.
I support this suggestion.
Iād like to see some kind of unlock where the kit feeds you an herb via a gnomish arm or camelback style tube for those times you happen to be armless and canāt get the herbs.
This is why you buy the garlands of sovyn clove from the herbalist backroom. Wear it around your neck and give it a nibble if you're missing both your arms.
the arm would be good for the mechanical side, need a magical and a natural way too
living vine hand and tendril of magic
And to keep the arm/vine/tendril from being spammy/OP; having some kind of 15 minute cool down so itās truly an emergency kind of unlock
I mean... its less spammy than manually eatting the erbs. would you rather see one long line are three short ones?
could we get 'sip kit' verb to drink an extract when we have no hands?
Exactly the kind of idea I was thinking yesterday.
lies!!
You must pick the sovyn cloves up first.```
```You tap a garland of sovyn cloves that you are wearing.```
Elaborate troll
very much so!
Like trying to get herbs to heal your eternally bleeding neck after a throat cut.
like you're standing in front of the herbalist with a gaping hole in your neck and they're like...which herb do you want to buy? you have to say it or i wont give it to you....
Maybe you are shopping (or asking) for a friend? :p
is it possible to alter the look of the various doses/tinctures?
That's not currently supported, no.
not gonna lie.. that would be pretty neat!
How did you tap that with no hands, huh?
chin taps
Can someone please update the forum thread timer here.
1 minute now
you don't wanna know but I can reach a lot of things
I don't think that cactacae tinctures are being processed properly for the kits.
Your right eye feels better.
Roundtime: 3 sec.
Roundtime changed to 2 seconds.
You retrieve a small dose of tightly bound cactacae from within your lacquered hip-satchel.
eat my cactacae
You take a bite of your dose of cactacae.
Your left arm feels better.
Roundtime: 3 sec.```
that's not tincture THat's a dose.
Thank you for pointing that out, I missed it entirely!
It was one of the items that's not tinctures in the container, yet. fixes that now
Mestys - It looks like some of the new forageable items from EG aren't working properly with the Survivalist Kit.
Do you have examples? I tested some of them earlier to verify.
specifically pineapple sage gets turned into haphip root (which is for healing minor head/neck scars vs the major scar I was expecting.)
The stronger health herb doesn't turn into the equivalent yabathilium fruit either. There were some others I don't remember. I couldn't test them all cause I couldn't FIND them all. Oh...this I don't think is a bug but the undisease/unpoison herbs don't seem to go into a slot they just can be put in there
I really wanted to test the major organ scar herb to see if that turned into wingstem and the major head/neck one
some chartreuse bittermere lichen - Organ - Major
I've seen the same behavior you see, but I haven't checked whether the original foraged version actually does what's advertised. Have you?
Yeah, I get solid wingstem out of that one
No I haven't tested the effects of the foraged item.
Yeah, that's the problem. They're head minor herbs.
<other stuff>
>eat my sage
You take a bite of your pineapple sage.
Your head feels better.
Roundtime: 5 sec.```
Ahh - so they actually turn into the correct herb. But perhaps they were bugged
Looks that way to me.
Did you find the brostheras equivalent herb to test that? I couldn't find that one either.
That's the pineapple sage, for head major scars. It just cures head minor scars instead.
I think I don't understand your question.
Oh sorry - I think I was getting confused. I think you understood my question but I just asked the wrong question!
Any chance you'd share with me the room where you can forage the wingstem equivalent? I couldn't find it and I thought I went through every room
Happy to, when I'm back online
Any chance we could get an update to these amazing kits to work with the new unpoison/undisease herbs that were released with Ebon's Gate? leafy sprig of green chervil and cluster of orange milkweed flowers?
For a KS character these things are amazing!
Second this above ^ would be great to point the survivalist pack at these to grind them down
Maaayyybeeee?
Is there a way to change the messaging theme of your purchased kit? Will that be available through merchants in the future? I thought the one I selected would be natural or magical but eneded up being mechanical. Want to get it changes
I think there's a cert that does that in the back....I think.
I don't see one, just the unlocks. It's not the hugest deal but if that's the case I am looking to trade my mechanical one for magical or natural
huh. My mistake. Sorry.:( It might be a suggestion for an addition?
Im Sure a Gald merchant can do the alteration
I donāt believe messaging can be changed on them. If you bought it in the last 24 hours, toss in an assist for a refund and buy the right one.
there is no current way to change the messaging theme
Definitely donāt assume GALD can do something, especially if it doesnāt specifically state it in the ANALYZE.
That way lies disappointment.
Gotcha once again here to tell me all the things. I need to put you on retainer at this point š
Ok, this is interesting, and I thought I wasn't crazy.
In the ANALYZE i state:
The leopard pelt tote is set up with magical-themed messaging, which cannot typically be altered.
Apparently, I was just being all the extra and not paying attention, but I assumed the magical messaging was mechanical, as it was whirring and clicking, and I could swear the tote was magical, but I am just not reading it right. Sorry for wasting your time I appreciate you all. I am a work in progress.
We all are!
Questions and clarity are a much better alternative than confusion and lost players! Plus if youāre asking- thereās probably a half dozen people thinking it.
I know there are " no stupid questions," But sometimes the struggle bus for me is real in this game.
Iāve been playing since the mid 90s and I still learn new stuff all the time. Thatās the nature of this beast we all love called Gemstone.
Its kinda funny that this brings me as much joy as it does as my PS5 angrily stares at me collecting dust.
queue "Imagination" song
sorry if this has been asked -- any idea what the kit does if you give it some krolvin ale?
Like the Teras Isle herbs?
Right -- I had some random ale which I saw gets converted into the landing equivalent, but wasnt sure about bloody krol ale what would happen
It will automatically convert herbs into their "default" (Landing) configuration. So if you put in Bloody Krolvin ale, it should turn into yabathilium, I would think.
gotcha - I will probably test this for real in a day or so when I go back
But I'm not familiar with yabathilium in general, so someone else can check me on that
It will retain it's solid/liquid status, so using teas or ales or whatever will become liquid landing herb. Good way to stock up without having to wait a week for your liquid extractor to chew up your solid herbs.
Herbs [9]: some acantha leaf (6), some pothinir grass (2), a tincture of acantha
Total items: 9``` tiny point -- but is there perhaps a verb to automatically filter loose leaves into their spots as I make room for them? Or is it just get from kit, put into kit
The latter. If you use ;multi it would save some typing
;foreach herb in inv;move item to my kit;get item;put item in barrel```
try to move every herb in your container to your herbkit scripted storage, if it's still there then put it in the trash barrel
change "kit" to whatever your container is bt leave all the other things (the literal word `item` remains mainly, i mean)
You can also just grab an empty container, empty the kit into it, and empty it back into the kit
I just drop them all and then loot the room. stow set herb kitname
yes, bloody krolvin ale turns into yabathalium, I have confirmed this
Any plans on allowing the survivalist's kit to work with these?
a cluster of orange milkweed flowers (34),
They are foraged up during EG.
What healing do they do? Everything gets turned into the base item inside
unpoison/undisease, which there isn't one for I don't believe
Cures poison
Firethorn shoot
there's fungus in ZL, and a potion in Pinefar, but they dont stack into the kit like other things do
Related, earwort potion from the Pinefar infirmary provides undisease in liquid form, but it doesn't translate to the survival kits. Edit: yeah, what Duffield just said once I scrolled down.
Wow, I can't get over what a game changer these kits are for Celtar as a KS warrior. THank you so much Mestys.
Don't forget when EG comes around to stock up on the unpoison/undisease herbs
will those herbs stack into a survival kit?
Well. No. But. They should! (I guess I didn't see that there was an undisease potion in pinefar and a fungus in ZL for unpoison. )
Now that I know (which I just learned about yesterday) I'm definitely gonna get as many as I can during EG.
these herbs dont bundle though, right? (in the kit)
No idea, I'm new to them. Having just learned of them yesterday. If they aren't, hopefully Mestys will get to them.
It might be easy to get them at EG, but the aforementioned ZL fungus and pinefar potion do the trick
Need to really first go to those places. Find the shops, find out the names, get em and usch. lol Probably do that this weekend.
Celtar is just running around the globe spreading his poison while looking for herbs
Might not have a special slot for them, but it does have a regular storage portion (you can apply lightening and deepening notes to it like any other container). It also was a valid target for the WR npc that does that. (I didn't do it, I had another bag to do work on, so I can't tell you if it does anything for the stored herbs, or if it only works on the things held in the regular storage)
No special slot but it doesn't count each item as 1 unfortunately
Does the potency unlock make it so all herbs are eaten based on your survival training? Or is it like an activated ability with a CD?
All liquids taken out of the kit.
any liquid herbs drank within 30 seconds of pulling from the kit - no CD
I want to say they have a ā¦yeah that. A small window so you canāt just send them off to everyone.
ohh...huh. Pretty cool.
it totally replaces a ton of training in first aid and half of the reason for joining gos \o/
we should just be able to toss our bloodstone jewelry in there and let it auto-heal itself
I can get bonked on the head with a rank 3 and heal completely in 2+2+2+2+2 seconds
Troll's can't even do that
Oh. Man I really didnāt understand the table on the wiki then. How much FA and survival do you have? I was thinking my rogue is going to train in survival for covert arts: poison and I have no FA
I have 3-4 (on dif characters) survival kits from over the years. Most recent I think I may have bought in 2018? Are they compatible with these unlock certs or is there a way to tell which certs can still be applied? With the number of certs I really need to know whatās compatible before I just start buying them. Analyze and Recall is not clarifying it for me.
Pretty sure these kits from DR weren't released until relatively recently. Like - February 2023. The ones you have don't work with these certs
Then Iām doomed to old junk kits or broke replacing them š„²
Wish on focused items like this there was a 5k upgrade cert or something just to convert them to the new standard and clean up all the competing types that lack compatibility
Go broke man - these things are way better. even at the standard OTS
But but what about all my weapon scripts!!! I hate DR decision making
20 FA bonus per -1 second from herbs, the potency unlock makes Survival bonus ALSO do this, additionally it changes the minimum from 3 to 2 seconds. So those 80 ranks of FA is 180 bonus is -9 seconds of herb time, with Potency 40 ranks of FA and 40 ranks of Survival is 140+140=280= -14 seconds off each herb and. At 100 ranks of both you're at -20 seconds, which puts my monk at 2s for most things, while rank 2 and 3 scars take 5. So he's probably got around at least 140 ranks of FA and Survival.
Appreciate the breakdown!
TRUST US. The DR Survivalist Kit is one of the absolute best values out there. You do NOT have to get every single unlock, though if you have the Survival and want to be able to fully heal down in the field quickly, getting the one that drops the RT for consuming liquids and the liquid extractor would be worth it.
My Warrior doesn't have anything more than the liquid storage so I can hold the basic healing liquids (rose marrow, brostheras, etc), and the 75-count capacity is more than enough. And it's great - I use the extra storage space for death's sting salve and pure potions (because she hunts the Rift and sometimes I accidentally grab the urglaes fangs and black ora weapons, like a dope).
As someone whose main is an Empath, I say: Get a Survivalist Kit! Get multiples!
The Survivalist Kit, flat out is a game changer for a hunter. Top of my list item to get for a character now.
IMO You should already be leaning hard into survival for your precious (and amazing) spores! This is a great companion to utilize those survival points. Two birds, one stone. (Plus all the other birds tied to survival youāll wing!)
heh I don't hunt in tandem with myself just solo hunting so the kit seems...overwhelmingly like a good idea
Itās amazing to be able to go from ādang, now I gotta go backā mid hunt wound to āI have 8 secondsā¦ā
okay update I have bought and completely unlocked 1 kit (so far)...ouch...but yep I can't wait to try it out especially with all enhancement and increased access to inctures and it also standardizs the stuff into WL herb stuff right? so win win
does it work with the eherb restock feature okay?
yeah stock is basically designed for it, and yes all herbs get converted into their WL standards
Gotta say, it is satisfying to EMPTY your old container for herbs into the Survivalist's Kit and seeing everything fall into place.
they released an auction-tier survivalist's kit at one point. i forgot what it had over the ones you could buy. i think it converted faster
Regarding support for unpoison/undisease, the original intent was to just support the old 800s circle spells that show up on healing herbs. Not saying it's a never, but I wasn't planning on returning to it at the moment.
there's an overexertion potion out there too right? when you update for unpoison/undisease, that one would be nice to add too! š
Love these kits SO much. Also, if you need to work on citizenship for any of your characters, stocking these at the herbalist really speeds that process up š¤£
If it helps get support to work on it sooner (or at all): you could add an additional unlock option to support poison/unpoison and similar herbs.
So much this. I only got a couple for my warriors last run, but after seeing just how much more convenient it is to deal with herbs with them, I replaced all my old-style herb bundlers from EG with the Survivalists Kits.... and the only unlocks I've bothered with are liquid storage and slightly greater capacity. I'd def miss them way more than any DR weapons/armor I have if they went away.
I'm just glad there's still a bit of a market for the old herb bundlers so they don't have to rot in my lockers š
I never tried EMPTYing into my Survivalist Kit before, or saw someone else do it. And it's REALLY spammy. Could that be looked at?
This is what I saw when someone else was doing it:
Xxxxx tucks some cactacae spine away within the auburn flannel-lined depths of his bear hide pack.
Xxxxx tucks some cactacae spine away within the auburn flannel-lined depths of his bear hide pack.
Xxxxx tucks some cactacae spine away within the auburn flannel-lined depths of his bear hide pack.
Xxxxx tucks some cactacae spine away within the auburn flannel-lined depths of his bear hide pack.
Xxxxx tucks some cactacae spine away within the auburn flannel-lined depths of his bear hide pack.
Xxxxx tucks some cactacae spine away within the auburn flannel-lined depths of his bear hide pack.
Xxxxx tucks some cactacae spine away within the auburn flannel-lined depths of his bear hide pack.
Xxxxx tries to empty the contents of his package into his pack, and everything falls in quite nicely.```
Having just the last line show for 3rd person (`Xxxxx tries to empty the contents of his package into his pack, and everything falls in quite nicely.`) would be really nice.
For a heavily hasted wizard with GoS mending sigil, is there any advantage to the kit aside from organization? It wonāt provide any additional weight reduction, right?
There's no native weight reduction, but you're not going to have a container with bundled herbs (150 of each solid & liquid) at the weight this would have. Each maintaining the weight of a single dose.
So whether you have a single dosage or 150... it's the same weight.
Sigil of mending is a waste of 3 seconds with these things!
On my wizard, I fully upgraded the kit minus the potency unlock. No regrets being able to carry all of the following as if carrying the weight of a single dosage of the liquid/solid form:
+---------------------------------------+
| Herbs found in brushed nubuck satchel |
+-------------------+-----+-------------+
| Type | # | Herb |
+-------------------+-----+-------------+
| poison | | |
| disease | | |
| blood | 173 | acantha |
| minor head wound | 147 | rose-marrow |
| major head wound | 298 | aloeas |
| minor head scar | 296 | haphip |
| major head scar | 150 | brostheras |
| minor nerve wound | 297 | wolifrew |
| major nerve wound | 149 | bolmara |
| minor nerve scar | 296 | torban |
| major nerve scar | 299 | woth |
| minor organ wound | 285 | basal |
| major organ wound | 286 | pothinir |
| minor organ scar | 150 | talneo |
| major organ scar | 149 | wingstem |
| missing eye | 150 | bur-clover |
| minor limb wound | 297 | ambrominas |
| major limb wound | 295 | ephlox |
| minor limb scar | 290 | cactacae |
| major limb scar | 297 | calamia |
| severed limb | 300 | sovyn |
| lifekeep | | |
| raisedead | | |
+-------------------+-----+-------------+
Assuming you normally carry your herbs anyway, there was a net weight reduction from what I used to carry to how much it now weighs in the kit for all of my characters.
Cool - I see the appeal now š
Its a major saving on the weight of liquids.
I need 6 more of these kits. Every alt wants one now!
Makes sense (should be live now).
Whatās the status of cure poison and disease herbs in these? Any that work yet?
#1070266546041139290 message
Bummer. Thatās another opportunity for an Unlock cert just sayin
Awesome! Thank you!
What potion is this?!
Turbid aquamarine potion. Casts 1107. Made via empath alchemy.
yeah -- to be clear these do NOT work if you are KS
Really? That's not right. I mean I have no protection from the Empath spells with KS. :::grumbles about Sympathy::: Wow, I'm soo annoyed.
Yeah, it's one of those things that really needs to be looked at. I bring it up about every three months in some thread. š As far as I can tell, I don't think anything other than 1107 fixes exertion (aside from a direct empath transfer), and that maybe why there hasn't been a solution. Maybe? Dunno. I don't think it's for "balance" reasons. Blocking the spell for the other effects it has does make sense, but doesn't leave an option for a quick fix.
Glad to know others have mentioned it because it is frustrating.
Do you need arms to use the survivalistās kit? ie, if both of my arms get blown off will I be able to use this thing to heal myself?
It does not feed you no.
interesting enough you can still buy herbs to heal your arms and I guess hold them with your phantom limb heh.
Never knew you could buy them, heh. Iāve always just either ended up dead or found an empath. Had a situation during Endless where I lost both my limbs, ultimately causing me to surrender. Was later thinking about if thereās any possible workaround for a non-empath. The only thing I came up with was potentially to load the arm healing/restoration spells into my sigil staff scroll slots, but not even sure: 1) if the injuries would preclude me from casting even with sigil of determination, and 2) if you can invoke stuff off of a sigil staff with no arms
I think the Dwarven healer tat or whatever would have saved you heh, Which isn't available currently.
Sigil of determination doesn't work for Rank 3
I guess another option perhaps would be to wear embeddables with all of the relevant spells. Still not sure if Iād be able to rub/tap with two rank threes though. Guessing not
Need a tongue activator or something
If you had parasite armor this would be resolved š¬
There's wearable sovyn, if you can deal with the wound first.
This prompted one of those "..." moments for me. All these years, and the purpose for these never once dawned on me. #daftawards
Is there any way to actually deal with the wound with no arms though?
Not with the kit, no
More of a general question I guess
You'd need an empath, town healer, or buy fresh herbs as they're then placed magically in your non-existent hands
Get a disk, put the herbs you anticipate needing in it, then flip it over after you get wounded and kneel to eat it off the ground.
Unless things have changed in the last few months, you can't actually eat the sovyn off your neck.
Awww, bummer. That made so much sense when I heard it. š
That's a neat idea. Make it ales and the cleric who shows up to raise you can heal your wounds. š
Yeah, thought the same thing when I found out you could wear the sovyn garlands.
I thought I'd seen a GM say that was the point of it.
Iām waiting to see these kits fully unlocked selling in the player shops soon. Someone had to buy a bunch right? I need like 4 more! Probably canāt afford that many but they are addicting.
Why would anticipate that?
not fully unlocked, but I'll put a couple up soon
can you flip a disk when you have no arms?
are these sold in a shop?
I wanna say herbalist backroom in the Landing
That's it, thanks!
you can wear sovyn???? š¤Æ
If you buy a garland
could these be updated to accept cothinar flower?
what do those do?
like acantha but better
As a KS warrior I'd love that, if were updated.
Better than yabathilium fruit? which already is supported by the kit btw.
Is it sold in the herb shops?
Not as good as yaba, and not sold in shops forage only
They're magical and don't show up as herbs. That's probably why they're not recognized by the kit.
Also marallis and cuctacae berries, although I don't remember where I used to forage those.
I'm just going to relink this response from Mestys that it's likey due to the flower not being part of the original 800s circle spell effects that showed up as healing herbs. Doesn't mean it won't get added, just that it wasn't the original mechanical behavior/function of the script to begin with.
#1070266546041139290 message
I believe he's posted that indication a few times throughout the thread, but that was the most recent time in discussion with poison/disease herbs not working with the kit.
ohh and also no rt to eat cothinar flower
Had to search a little to find this thread, but I think I found a bug with the kits. Sorta. It's hard to replicate but I had it happen on like several characters when I logged in today.
The kit is running while offline to extract liquid from solid herbs. On login, you switch the extractor from that herb to a different herb that you have no liquid of at all at the moment. The FIRST 20 minute timer being up will create no liquid herb, and will not give the 3rd party continuing to extract message, it will not use a dose of the solid herb, etc... and it will start a new 20 minute timer. The NEXT 20 minute completion it functions as expected. I have no idea what's going on under the hood but it essentially wastes 20 minutes in this one particular situation.
Hopefully someone pops in to see this at some point. It doesn't FULLY break anything so I'm not too worried but just something to consider is there's some kinda bug in there doing bug things.
Be sure to BUGITEM it too, if you haven't, but the extra details here are nice.
k can do - it was just odd. I noticed it cause I was fidgeting with a script I'm writing for it that I run on start and exit... no time else really. And I was taking a buncha time to also do other stuff and I was like... wait shouldn't I have seen the message for continuing to extract by now? Analyzed and the time was like 19 minutes and I KNOW I'd been in for way more than 1 minute. 𤣠So yeah.
will add here that I just bought one of these - pointed it at some sovyn clove and twice in a row the 20 minute timer hit 0 and nothing happened - no dose used, no tincture created. I then pointed it at pothinir and the same thing happened once...but the second 20 minutes actually produced the first success message I've seen: The susurrus of swirling liquid emanates from your lacquered hip-satchel as the infuser within continues to extract liquid pothinir.
Both sovyn and pothinir were solid herbs that were trying to create the first dose of tincture in the kit. I'm not sure at all what caused the pothinir to work on the 2nd go around...but I was logging off and back on every 10 minutes to cycle a bounty on an alt so maybe that plays into the "on login" portion of what Demandred described.
Have you nudged the kit? I seem to remember something similar on release and nudge fixed it.
yes I did once in the beginning to test...but I've been trying to just let it play out and only change one thing at a time to try and isolate the issue...but it just worked on the last dose so I'm going to let it try another dose then switch back to sovyn and see what happens
btw is there any way to have it convert something like bolmara lichen to bolmara potion or can that only be done through alchemy?
Anything that isn't already an herb still requires alchemy to be turned into the tincture/potion first.
so far in my testing it doesn't matter if you already have a tincture of the herb you're targeting for distillation - it never completes it on the first 20 minute attempt. Ardkor stated in another channel that this was an intended warm-up period but I would expect something in the script ANALYZE to mention that...so it feels like a bug.
If intended, I think it should be 40 minutes for the first dose and 20 minutes thereafter, rather than counting down from 20 to 0 and doing nothing.
My guess is that most of us never noticed because we'll set it to extract before we go to bed and then wake up to find all or most of the stack has been liquified.
that 40 min on first herb is not a good design imo
Iāve noticed the bugginess around completing distilling before for a long time, but I has not been systematic about it enough to figure out when this was happening.
I've seen a few reports on this but I haven't been able to reliably reproduce the problem. If you're consistently running into the issue, list out the steps that you're taking and I'll dig into it.
so far with about 5 tests since I bought this yesterday, I have always had to wait 40 minutes for the first tincture...I need to confirm that logging off and back on doesn't reset something. Will continue to update but if Ardkor is telling me 40 minutes is expected for the first dose as a warm-up period, it sounds like a pretty common bug/behavior I'd think?
ok so the latest test:
it was distilling acantha leaf all night and after it completed one, with several remaining, I changed the target to woth flower. No woth flower tincture exists yet in my kit. After 20 minutes, the timer reset to 20 minutes again and no dose was consumed + no tincture created...just nothing happened except a wasted 20 minutes. During this time I didn't do anything with the kit at all and had been online uninterrupted for an hour or two.
This is a pretty basic use case although I bet it's more common to let it finish a stack of herbs and go idle before pointing it at something else...which I can test later.
Can also do this same test again using an herb that already has tinctures in the kit, rather than trying to create the first and only tincture.
Next test complete: finished a stack of herb distillation and the kit went idle. I then pointed at acantha leaf. I had 4 doses and 46 tinctures. After 20 minutes, the timer reset and I still had 4 doses and 46 tinctures.
Ok, so you're pointing it at the new candidate and not restarting it?
Basically, I have not found a way to not have the first 20 minutes fail. Whatever I've done, it's never worked the first 20 minutes. I'm not actually clear on when/why I would need to restart it other than if I had used NUDGE to stop it?
maybe you had it pointed at ambronias leaf because you have a briar weapon but for some reason hadn't been using said weapon so it maxed out your doses and stopped. Then you would just nudge it to restart once you used a few!
But everyone's using eherbs anyway and it just points to the next thing on it's own instead of letting it rest! No rest for the juicer.
You shouldn't have to restart it. Changing to a new herb should kick it off just fine. I believe I found where things were unintentionally extending the first cycle, so they should process as expected now. Thanks for the details!
Thanks for looking into it, Mestys! I will test some more and post here what I find š
Random kudos on these kits. These are still one of my favorite QOL items that have been added to the game in recent times. š Almost all of my characters have one now (I have two characters I haven't played in a couple of years that still need to get theirs.) Thank you for bringing these into Elanthia!!!
So far so good - started a new distillation and it didn't waste the first 20 minutes!
Another bit of testing: I heard some people saying they had like 50 doses and 50 tinctures of each herb to max out the space. Having a single dose of acantha and a single elixir of acantha will count as two stacks of herbs with regards to weight. Upping that to 50 of each will also count as two stacks of herbs and won't weigh anything extra compared to the previous example, but if you get rid of all the doses and leave only the 50 tinctures, it will only weigh 1 stack, halving the weight for that herb.
It's hard to imagine a situation where you really need that extra 50 herbs...just shove them in your locker to refill your kit later!
heh, I just pull the herbs when they get filled up with what I find hunting. Didn't even bother with the capacity unlocks after buying the first one...
Some weird behavior from my kit this morning. I set it to start a 50-stack dose of ambrominas to tinctures last night before bed. This morning:
8:14am: Log on - 22 tinctures created overnight. 8 minutes until next conversion. Log off.
8:23am: Log on - 22 tinctures still. Four minutes remaining? Math doesn't check out. Log off
8:30am: Log on - 22 tinctures still. Six minutes remaining. Confused.
8:37am: Log on - 23 tinctures! "Around a minute remaining" - wait, what? Should be like 19 minutes remaining!
This is why films have people to check continuity!
I'm seeing RT for using calamia that I'm not expecting. I'm at 202 survival and 111 FA and climbing. Shouldn't I only have longer RT using r3 herbs?
[eherbs]>eat my calamia
You take a bite of your dose of calamia. The complex herbal melange teases at your senses, its vegetal notes mingling with citrus over an earthy base.
Your left arm feels better.
Roundtime: 15 sec.
That was the last of it!
eating herbs only uses your first aid. need to drink a tincture with potency for the survival to also count.
May have ran out of tinctures?
Nisugi is correct it shows "'you take a bite of your "DOSE" "' potency isnt added till the kit turns a herb in to a tinture
Tinctures and only for about 30 seconds after being taken out of the kit. Pinefar, Teras and Zul Logoth all sell the calamia fruit in liquid form if you need to restock. https://gswiki.play.net/Herb
I think eherbs has an option to use liquids first. If the kit has that distiller unlock, eherbs will rotate it through herbs in the kit, but I'm not sure if it's smart enough to pick the higher RT herbs first (like calamia)
Sigil of mending is great, too, and why I don't have liquid unlocks or the distiller function on most of my kits. (Voln bard excepted). Always 3 second RT.
Or an alchemist... because alchemy is just that popular. (But they can make tinctures)
Maybe I am missing something. But if I pull a tincture out of my kit (fully unlocked) I canāt put it back in. It says there is no room. But it looks like there is room. š¤·š»āāļø
have a log? And did you wait long enough for the "effect" to wear off if you have the potency unlock?
There has to be space in the container part as well. If you've filled up the non-herb container, you won't be able to put herbs in because the script requires them to go into the container first.
The "room" issue is because you have it packed full of Other stuff. If there is room to hold it as a non-herb item then it should recombine just fine.
er... what Xardkor said. :p
I'm just going to give this comment new life. This would be great!
But I'm guessing the answer is no because of this: #1157535472478863370 message
Yeah. I don't really understand. I thought all the healing herbs have a spell in them (old 800s or even the 1100s). Why would the unpoison/undisease herbs be different?
I don't know. Making them compatible with the Survivalist's Kit is best. Making them bundle-able would be better too.
I don't think most herbs have spells in them? I think they just have an effect that replicates what an empath spell does. The few out there that do function as spells don't behave like other herbs. This includes the adrenal surge herbs in Naidem, and the unpoison potions in Pinefar. I've been begging for over five years for a non-spell based "adrenal surge" variant herb to be able to deal with popped muscles as a Kroderine Soul (which blocks Adrenal Surge).
GMs said herbs cast the 800 circle basically. This came up with the vasculum years ago
#1070266546041139290 message
THANK YOU. I have been looking for this for like an hour...I knew I read it somewhere but couldn't find it on the wiki
Ah! Well then maybe that explains the reluctance to create a solution for overexertion then. Since they are just using spells, it would probably require the development of a new one. Yeah, I don't think it's on the wiki currently either or wasn't back when I was trying everything I could think of to find a solution for popped muscles. I might hop over an add it added it to the herbs wiki page with a reference link just in case it becomes relevant elsewhere too.
There already exists a spell to cure popped muscles - 1107!
Does not work if you are KS. If you are Kroderine Soul, either you have to find an awake empath to do transference, or wait 10 minutes every time it happens.
I mean...I know that. But if the herbs we eat are basically just using spells...and they still work as KS. I don't see that argument holding water. Regardless - this is about having the two new herbs that have already been created to cure poison/disease work with the survival kit
Here's my suggestion for a new UNLOCK tier for the Survivalist's Kit: HEAL ME .... it just grabs whatever it needs and stuffs your mouth with the herbs, washes it down with the potions. Looking up what herb to eat in what order for what level of wound .... just never is a happy moment. I know there are scripts to use. This is why there are scripts to use.
GOBBLE KIT
Please ... just take my money for this unlock.
I'll go a step further- Mechanical/Magic Hands reach out and assess your injuries... maybe poke you in the eye or pinch you before mixing up a tonic for what ails you.
This would be amazing
It actually would be a very useful unlock.
honestly absolutely this should be a thing, everyone is using eherbs with them anyway, so why not just automate this at game level
(if we're pushing for new features, it would be nice if the healme command did it in an order that makes most sense (i.e. casting wounds first, then hiding, then searching, etc.), or maybe allow us some degree of order customization
Let me attach my eonak arm to the bag and have it feed me like the Gluttony Bot from Futurama.
I actually bought an Eonak arm for using with the case in events where I'm armless... sadly it didn't work that way.
This seems to still be broken, actually. Haste seems to take priority over the kit reduction. First aid reduces RT as normal, and haste can actually take an herb down to 1 sec which beats the kit. Unfortunately, it just overrides it even if worse.
yeah, i was hoping i could get a minimum of 1 for everything, but it caps out at 2 for the highest injuries. it's still pretty fast - but the inconsistency was annoying
This is still the case: #1070266546041139290 message
I'll test again next time I get a large enough wound, but it seems like potency just doesn't work if you have haste on.
Does making these kits deeper have any effect on the capacity of herbs/tinctures, etc. the kits can hold?
should be entirely governed by the unlocks for pour capacity
Deepening only affects how much other stuff fits inside the container side. The herb/tiincture count is based on the unlock certificates.
I will note that the off the shelf belt-worn are easy to fill up with non-herbs. And if the container is FULL (from a non-herb capacity) then it doesn't allow you add herbs to the container either (even if the herb stack is NOT full).
That said, for about 30k in pale pink notes you can deepen your herb kit from 20 lb capacity to 40 lb capacity (standard limit for belt-worm).
The herbs that come out of the survivalist kit cannot be reserved.
>
reserve pothinir
You can't reserve your dose of pothinir for use in combat.```