Bio Engineer Archive
Thread: FATAL BUG! Bio-Sensors DO NOT WORK! All Bio-components might do nothing!
Frankly this is really starting to piss me off, and you can edit that all you want. Today I made an outfit with help of a tailor to boost medical useage, wound and damage healing by +25. Enough to push useage for medical items for me at least into 35. StimC is an item which needs around 33 and I normally have only 10.
With the help of Glorie (Ahazi) she made me a stimC pack, I used forage to cause myself some damage and with this +25 bio-sensors outfit I treid to use the StimC. It doesn't allow me to, I also went into the med centre to try out the wound healing enhancement. I didnt heal any more than usual. This is a real kick in the teeth as who knows what else doesn't work as it should do. The skill mods DO appear in the skill menu but the effect itself isn't working, this might apply to ALL tissues but you can't really test things like scent mask and such as accurately. However bio-sensors and medical use are hard numbers. And the hard numbers how that they DO NOT WORK!!
So lets summerize, many of the clones cannot be used, experimentation is broken, we have components which need non-existant materials and to top it all off bio-sensors at the very least do nothing. Odds are that NONE of them do anything.
I am not so sure about this. It seems like your confusing medicine usage with medicine skill. Medicine skill(the first aid branch) gives you more healing power with whatever med you use. Medicine usage allows you to use higher level medicines. Which were the clothes supposed to boost? Are you sure they were boosted past what you need for a stimpack C? I forget the exact number that C requires, but I do remember that you dont get it until pharmacology 4.
Could you please repost a little more clearly with more confidence in your numbers?
I am 200% sure. If you're on Ahazi ask Glorie from Naboo, the stimC was 33 use. The skill mod said i was at 35 for use on the skill menu but as soon as I tried to use the item the error box popped up saying i didnt have the required amount. Also I was using a wound vial which base healing was 100, I used it 5 times both with and without the outfit and always got around 100 even though my wound healing should have been 29 rather than 5.
You want further proof? Look at that bug where if you log out while wearing bio-enhanced clothing it resets your skill mods to normal when you log back in with them. If you then take them off you have lower than your default. Because I had a +25 to three of the medical stats when I logged back in after the Ahazi reset I was at -16 for wound healing and -15 for use. If the skill mod data was directly tied into the end result I shouldn't have been able to heal nor use any medical items. However I can, thus what is said in the skill mod menu and what is actualy happening is totally seperate. Somewhere along there the bio-components aren't functioning.
The trouble is that with other components until you have a test environment where you can compare actual figures you cannot be sure if they're are working, if it wasn't for the medical use stat I would never have realised this bug. Odds are that ALL components are broken because they all have that odd stat issue when logging in and out.
BTW if there are any bio-engs reading this from the Bria server, look me up, id be more than happy to buy some bio-comps off ya.
Castaspella Perfect
Novice Tailor
Bria
Servers are coming down for a patch so I grabbed the hard evidence now so that folks can start demanding that the BE be a top priority to get fixed cause at the moment we are THE most broken profession in the entire game now as we have lost an entire branch due to this bug, not to mention half of the cloning line because they cannot be tamed so at the moment the BE isvery littlemore than a collection of stat mods and the DNAsampling skill.
Here is me in my lab, wearing my ocmbat gear that I'll be using for the next few weeks since I've been forced to email all of my tailor customers about this problem and close the lab down because it's of no use at the moment aside from an oversized backpack. Noice that the skill window is open and i have scrolled down to the medical bit where it has use, wound and injury treatment. (http://c4software.net/img/biobug_01.jpg)
Here I equip the bio-sensor enhanced outfit, notice that all of the previous medical stills have 'apparently' increased by +25 (http://c4software.net/img/biobug_02.jpg)
This shows that Glorie's stimpackC requires medical use of 33, looking at my skillmod manu it says I have 35 which is more than ample for using this (http://c4software.net/img/biobug_03.jpg)
So i got outside, hit forage and burst run to cause a little bit of damage. I then select the stimpackC to use on myself, still note that I have the skillmod window open. (http://c4software.net/img/biobug_04.jpg)
And here it is, I cannot use this item even though my skill mod menu says I'm at 35, the other smaller window says I'm still at 10. Thus there is no relation between the skill mod window and what is actually happening. If this applies to the bio-sensor then it very likely applies to ALL bio-components however we cannot accurately test them because we cannot see the input and output from the effects. Since all of the bio-components have the same bugs and because of the nature of how C++ works by having a base code file which others simply include into the item code and alter it's more than just likely it's a safe bet.
So then folks... what do we do now?
Lie and say with complete certainty that the bio-components work? Maybe try and make money from selling the few pets which will be allowed for non-ch's with this new pet transfer system? Well I'll tell you this much, I won't be using any Bio-Eng skills for a very long time cause there's nothing for me to make for anyone which is in demand.
I have to agree with Tal-N about this. I have stated earlier in an other thread on this forum, that biosensors does nothing at all. Made a few tests with medics and doctors, and they all have to agree, that the stats these biosensors give, does nothing.
The medics with a low medicine use, using a peice of cloth with 20+ to all stats, and gets around 40 medicine use, should be able to use stimpack C's, as these have a requirements on around 30. But no, the only thing they get told is, that they dont have enough skill to use them.
They dont see any of the other stats help at all. Even with a 20+ increasement to Wound and Injury treatment should be noticed, but no, nothing happens.
When we are at it, the bugs, then the Constrictor Cloth and the enhanced version Coagulant Agents, doesnt work either. When wearing cloth with 15+ bleeding resistance, and you go into a fight, and you duel someone, and the only attack you agree on is bleeding attack, then the bleeding attack will hit you no matter what. After several tests with these components, it seems they doesn't work at all.
Same goes with Myoflex Treatment that gives Healing Wound for Dancers/Musicans, there is nothing noticable or none effect from these at all.
Im sure that none of the components you can add to cloth doesn't work at all.
The components for food works fine though.
YAY!! Food components work fine. DOH!! There's bearly any chefs around cause nobody bothers with food cause it can be looted easily!!
Glad someone has validated this concern, now we have the hard evidence AND growing people confirming this SERIOUS bug. But are we going to get any more attention? pfftt... don't bet on it.
Tal-N forgot to post the image that provided the 'unable to use item' message.
http://c4software.net/img/biobug_05.jpg
Sirgleno,
Our reinforced cloth (field wear 2) also accepts bio components -- theoretically some very nice ones. Our higher items take both cloths and multiple pieces of each. High level ones require factory produced bio components (which are bugged), and apparently all bio-components are bugged anyway. Basically it seems like a whole class is broken WHY doesn't this have higher priority? Oh, I know, because we should all be happy to be able to go out and shoot mindless monsters. *cry*.