Herbalist needs more recipes, more use for medicine, sting cure
I have had (and I don't know what it did) just one beaver become contaminated during bad water since figuring out what i need to do to keep them safe. And I couldn't figure out how to get the antidote to the contaminated beaver anyway. So, it makes the herbalist almost useless. However, I seem to have 2-5 injured beavers all the time (had three beavers get injured in one day!), and bringing back a medicine recipe, and its use in medical beds would at least make the herbalist a little more useful. Thanks for listening
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03 Aug, '24
Rayzack MergedWhile playing and becoming more use to how the game works, I have noticed for each run I do the less I am building the Herbalist building, as it seems the only reason to build this is to counter when your beavers go into bad water and you can easily control this via a bride (bridge made from dams) and closing the path which leads under water.
I think it be a nice touch and increase difficulty too add more "illness" within the game that needs the Herbalist building so that it doesn't become useless when you become more experienced at the game. These Illnesses can be, a flu/cold (if they can even get that) or some sort of thing similar.
Hope to see more things added or maybe changed to test out and play, 10/10 so far, keep up the great job! -
15 Aug, '24
Gin Fuyou System"More reasons for a herbalist" (suggested by <Hidden> on 2024-08-03), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Sep, '24
PaytonThis is also an issue with the Iron Teeth's decontamination pod. In addition the pod is often useless for early game contamination as it has such a high unlock requirement compared to the herbalist. It needs gears, metal, badwater pump and centrifuge in addition to a powered pod, whereas the herbalist needs paper and gears (assuming most players will already have a forester for dandelions).
To balance the unlock requirements (and make it useful for all playthroughs) the decontamination pod could have a selection menu with two separate treatments:
* Badwater decontamination: uses blueberries and visually has a purple/blue bath
* Injury healing: uses extract with a green bath as per the current design
To balance, the Folktails' herbalist could have a second recipe that uses extract along with the previous ingredients, for speeding up injury healing. -
10 Jun, '25
Gin Fuyou System"more uses for antidote and herbalist" (suggested by <Hidden> on 2025-06-08), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Jul, '25
Octa MergedCurrently, the herbalist only produces antidote that is used for curing contaminated beavers. Something that happens very rarely in the lategame, with careful planning getting contaminated beavers is a rare occasion even in early/midgame, making the building and ressource pointless at some point of the game.
At some point, you end up with a building that is never really utilized and stockpile of a ressource that is never used.
My suggestions:
- re-introduce the consumption of antidote/medicine for medical beds, as injuries or bee stings can always occur so the ressource also gets used in late game.
- use it as an additive to make a production recipe more efficient (may be an upcoming ressource, think of the IT mines that can switch to a different recipe)
- less preferrable: Ad another recipe to the herbalist to make a new consumable liquid like tea. Less preferred because it just adds another consumable. -
08 Jul, '25
Gin Fuyou System"More use for Folktail antidote/herbalist." (suggested by <Hidden> on 2025-07-03), including upvotes (1) and comments (0), was merged into this suggestion.