Sedatives in 1.20
Moderator: Moderators for English X Forum
-
- Posts: 198
- Joined: Mon, 12. Dec 05, 17:38
Sedatives in 1.20
Is it just me, or have sedatives basically disappeared since the 1.20 patch? I saw the patch notes about hallucinogenics, but I can't say I think of sedatives as being particularly hallucinogenic. Pre-1.20 I was having little issues finding what I need to craft First Aid Kits. It wasn't a ton of money, but was a nice way to make a few credits when visiting a station. Since 1.20 I don't think I've found a single vendor on a dozen stations that has any sedatives at all. Bug, undocumented change, or just bad luck?
-
- Posts: 225
- Joined: Thu, 21. Nov 13, 03:22
Re: Sedatives in 1.20
I haven't found any sedatives in trader inventories since 1.2 dropped, despite visiting dozens of stations. Multiple people on the Steam forums are reporting the same. Seems to have been "stealth-nerfed."
-
- Posts: 234
- Joined: Wed, 27. May 09, 08:03
Re: Sedatives in 1.20
If you need to "stealth nerf" something it shouldn't be nerfed.
-
- Posts: 1480
- Joined: Tue, 11. May 04, 20:34
Re: Sedatives in 1.20
Yup, I wasn't happy too, it's nice to visit trader and buy, craft and sell them, now no reason to see trader at all every station since unable to make credit along the way.
Had a compassionate when you able... 

-
- Posts: 2605
- Joined: Wed, 24. Mar 04, 18:54
Re: Sedatives in 1.20
I've found a couple in lockboxes in 1.2 in the medical supplies recovery mission, but otherwise that's it.
-
- Posts: 2
- Joined: Tue, 12. Feb 08, 16:34
Re: Sedatives in 1.20
I was a bit bummed about this too, but the 1.2 patch notes DO mention sedatives being nerfed (perhaps a translations issue). Egosoft calls them "hard drugs". Hope this helps.
-
- Posts: 1626
- Joined: Tue, 11. May 04, 15:34
Re: Sedatives in 1.20
Yea, probably to stop us cheating our way to millions. I can understand that- It was illogical to make cash so easily this way. Oh well, better trade off the bandages I have then.
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)
"No problem can withstand the assault of sustained thinking."
"Before acting 'out of the box', consider why the box was there in the first place."
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)
"No problem can withstand the assault of sustained thinking."
"Before acting 'out of the box', consider why the box was there in the first place."
-
- Posts: 198
- Joined: Mon, 12. Dec 05, 17:38
Re: Sedatives in 1.20
See, I don't know if I fully agree with that. Was it too easy when the trader sold all three needed ingredients, and all you had to do was buy the supplies, step to the side to craft, then sell back for a major profit? Yes, that was too easy.Socratatus wrote: ↑Wed, 5. Dec 18, 08:37 Yea, probably to stop us cheating our way to millions. I can understand that- It was illogical to make cash so easily this way. Oh well, better trade off the bandages I have then.
However, it seems like sedatives are just totally gone now. I would think it would make more sense to just not sell all three at the same trader. You could get needles at one station, the second ingredient (can't recall now - bandages?) at another station's trader, and sedatives at a third. It requires you to take the time to leave your ship and check the traders for what you need. It's still not a ton of money in the grand scheme, and you're spending time going from trader to trader, so it's not cheating. You're spending your time to get credits. That's pretty much the rest of the game.
Just my $0.02. Still hoping this was an unintentional change, as the complete removal of sedatives seems like a mistake.
-
- Posts: 3
- Joined: Mon, 5. Apr 10, 18:30
Re: Sedatives in 1.20
I agree that first aid kits were a bit exploitish but nerfing the ability to craft them entirely is not the answer. Just reduce the profit margin on them. Cut the price for them in half. Still profitable but not obscene. Or increase the number of each input needed.
-
- Posts: 109
- Joined: Sun, 18. Nov 18, 07:18
Re: Sedatives in 1.20
15 mins into game I can have capped a paranid destroyer and sold it for 12million with the starting fighter and 1 marine

Socratatus wrote: ↑Wed, 5. Dec 18, 08:37 Yea, probably to stop us cheating our way to millions. I can understand that- It was illogical to make cash so easily this way. Oh well, better trade off the bandages I have then.
-
- Posts: 28
- Joined: Tue, 4. Dec 18, 23:23
Re: Sedatives in 1.20
They could be included in that note but they probably shouldn't be, the primary issue there was delarium, as it sold for millions and you could easily craft 20 for every time you took a trip to a bar. It was basically a printing press.
If they wanted to nerf sedatives on top of that they should have specified it separately in the patch notes. Since you have to run around the station and find the markets to actually do the crafting, the kits weren't really any faster than crystal mining in terms of getting cash.
-
- Posts: 62
- Joined: Thu, 29. Nov 18, 18:40
Re: Sedatives in 1.20
I don't agree at all. auto-traders are broken, there are no enemies to shoot, and no combat missions. I will not manually trade in this game. Crafting gives a bit of money at least.JFJohnny5 wrote: ↑Wed, 5. Dec 18, 16:36See, I don't know if I fully agree with that. Was it too easy when the trader sold all three needed ingredients, and all you had to do was buy the supplies, step to the side to craft, then sell back for a major profit? Yes, that was too easy.Socratatus wrote: ↑Wed, 5. Dec 18, 08:37 Yea, probably to stop us cheating our way to millions. I can understand that- It was illogical to make cash so easily this way. Oh well, better trade off the bandages I have then.
Right now, there's nothing to do and noway to make money except manual trading...

I'm not doing that.
-
- XWiki Moderator
- Posts: 4473
- Joined: Wed, 28. Jan 09, 15:14
Re: Sedatives in 1.20
Yup. Think scrap metal crafting in early XR

Agreed!I would think it would make more sense to just not sell all three at the same trader. You could get needles at one station, the second ingredient (can't recall now - bandages?) at another station's trader, and sedatives at a third. It requires you to take the time to leave your ship and check the traders for what you need.
Won't work.Reducing the spawn rate of one ingredient is a far better solution IMO (remember you can still get sedatives from lockboxes)Psukhomanteia wrote: ↑Wed, 5. Dec 18, 20:29 I agree that first aid kits were a bit exploitish but nerfing the ability to craft them entirely is not the answer. Just reduce the profit margin on them. Cut the price for them in half. Still profitable but not obscene. Or increase the number of each input needed.
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)
DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)

-
- Posts: 19
- Joined: Fri, 2. Jan 04, 18:28
Re: Sedatives in 1.20
I do hope they find a way to reintroduce them, even if just occasionally at shops, or perhaps even a restricted good unless you have a specific earned license. Like for doing a lengthy chain of events for charity, such as donating food and resources to a cause.
-
- Posts: 301
- Joined: Tue, 20. Jan 09, 23:15
Re: Sedatives in 1.20
Yeah, I started a new game in 1.2 and haven't found a single sedative.