Bio Engineer Archive
Thread: BE Faq Thread V2.0 Please read here first Holo BE info also inside.
First, the macro file itself. Go to your desktop (i.e., exit the game). Open up notepad or MS Word and create a text file called "macros.txt" (or any other filename you want as long as you accordingly update future references to macros.txt to your file's name). Copy everything BETWEEN Start File and End File below directly into your blank text file and save.
----- START FILE-----
AutoCraft1: /ui action toolbarSlot00; /selectDraftSchematic 158; /pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype practice no item; /createPrototype practice no item; /pause 2; /AutoCraft2;
AutoCraft2: /ui action toolbarSlot01; /selectDraftSchematic 158; /pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype practice no item; /createPrototype practice no item; /pause 2; /AutoCraft3;
AutoCraft3: /ui action toolbarSlot02; /selectDraftSchematic 158; /pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype practice no item; /createPrototype practice no item; /pause 2; /AutoCraft4;
AutoCraft4: /ui action toolbarSlot03; /selectDraftSchematic 158; /pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype practice no item; /createPrototype practice no item; /pause 2; /AutoCraft5;
AutoCraft5: /ui action toolbarSlot04; /selectDraftSchematic 158; /pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype practice no item; /createPrototype practice no item; /pause 2; /AutoCraft6;
AutoCraft6: /ui action toolbarSlot05; /selectDraftSchematic 158; /pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype practice no item; /createPrototype practice no item; /pause 2; /AutoCraft7;
AutoCraft7: /ui action toolbarSlot06; /selectDraftSchematic 158; /pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype practice no item; /createPrototype practice no item; /pause 2; /AutoCraft8;
AutoCraft8: /ui action toolbarSlot07; /selectDraftSchematic 158; /pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage; /createPrototype practice no item; /createPrototype practice no item; /pause 2; /ui action toolbarSlot08;
-----END FILE-----
Everything in between the markers beginning with "-----" goes into the file. Note that:
1) There should be no "space" at the end of any of the lines; all lines should end with a carriage return right after the semi-colon
2) There should be no space between lines
3) Capitalization matters! Do not change the capitalization or the macro will not work
This file creates what are called "aliases". Aliases are sort of like macros...only they aren't stored as macros in the CTRL-A actions list. Aliases are just a way of naming a group of individual commands so that you can then use the alias name itself as a command. If that's confusing, don't worry: it's not important to know that in order for this to work.
Once the attached file is in your SWG folder, you now have to load SWG. Once in SWG, you need to type:
Here's how to get it all working:
1. Create 8 crafting tools of the type you want to use for grinding. You can modify this process to use fewer, but you may have to adjust the pause lengths so you don't catch up to a crafting tool that hasn't finished the prototype from the last go around.
The first toolbar slot of a toolbar is always referred to in macros as toolbarSlot00. The 12th one is toolbarSlot11. If you show 24 slots on your screen, then they continue on the second row up through toolbarSlot23. Keep this all in mind if you go about modifying the macro file.
You can get a rough idea of what your schematic number is by opening your datapad, go to the "Schematics" tab, and change the view so the schematics are in a list. Then, count upward starting at ZERO for the first schematic. When you hit micronutrient supplement, that should be your schematic number. However, I've found that technique varies usually by one or two slots. Run the schematic with the new schematic number you found by counting. If making something other than micronutrient supplements, go back to your datapad and find the object the macro is crafting. Then count up or down from that schematic to micronutrient supplement. Add or subtract from your original schematic number accordingly and then correct your txt file. This works rapidly and saves too much trial-and-error.
To change the amount of time you have to select your resources, change the "/pause 5;" that follows the select draft schematic command. The lower you go, the more chance you will have of skipping a "beat" in the chain - but the chain continues. Another trick is to put all of your unnecessary resources elsewhere like in a backpack, so you only have the actual resources you'll be clicking on available in your inventory as you use this macro.
If you actually want to create the items, "/createPrototype practice no item;" needs to be changed to "/createPrototype;" But your inventory will fill fast, just so you're aware.
If you want to modify these things, here's some info on how it works:
The first 7 of them call the next higher AutoCraft alias.
Each AutoCraft alias does the following steps:
* Clicks on its corresponding crafting tool on your toolbar.
* Selects the draft schematic
* Gives you time to select your resources
* Takes care of zooming through the rest of the crafting screens
* Gives a brief pause to allow things to settle down before moving on
The last step in each of the first seven aliases is to call the next one in line.
The 8th one, however, clicks on the 9th toolbar slot that should contain the macro you wrote which re-executes AutoCraft1 - starting the whole cycle over again. Trying to put /AutoCraft1; as the last command in AutoCraft8 will cause the game to display a message that says something like, "Alias Recursion Buster" stopped execution...which is to prevent an endless cycle of recursion in aliases. So the macro takes care of that.
Message Edited by Talthazar on 02-23-2004 11:39 AM
Bio-Engineer FAQ v0.2 by SOF
The purpose of this FAQ is to answer many of the questions that are frequently asked about the BE profession (doh!). Most of this information here is taken directly from the BE forum and from the most popular BE websites: Bio Engineering 101 and GASP Bio-Engineering Sub-Site. Both are great sites with all the ingredients listed in tables for all BE products. The GASP BE site also has a quick guide and coordinates of all the BE trainers. Please read through and provide feedback.
Lets Get Started!
Q: Where in this FAQ is the answer to my question? This FAQ is separated into sections: -General Questions -General Clone Questions -General Tissue Questions -General Pet Med Questions -Novice BE Questions . . .
General Questions
Q: What does a BE do exactly? A BE creates Creature Clones, Tissues, and Pet Meds.
Q: What does it take to become a BE? Novice BE requires Organic Chemistry from Medic, Creature Knowledge from Scout, and 10k additional Medicine Crafting experience.
Q: What is the profession in a like? In a nutshell, the BE profession involves heavy crafting but can also involve heavy adventuring for those who seek out the best DNA. It can be lucrative but it's still buggy.
Q: My holocron told me to master BE. How can I do this quickly? Three of the BE lines use what's called BE exp. For this make a crafting macro for Micronutrient Supplement, a tissue given at Novice BE, and grind out around 5000 of them (about 80k meat and about 200k grain). The other line requires DNA sampling exp. There are several methods commonly suggested to master this line, but you basically want to sample DNA from the highest lvl creature you can get samples from for the best exp.
General Clone Questions
Q: What is a BE creature clone? BE clones are essentially deeds for creatures that can be tamed by anyone with the proper skills, much like droid deeds (barring those that are currently broken).
Q: Can non-CH tame Creature Clones if they have no CH skills? Yes! Creature clones within non-CH limits (CL 15 now, CL 10 later on) are tameable by anyone.
Q: I'm a non-CH and a tamed a BE creature clone, but it wont do anything I tell it to... Is it broken? No, it just doesnt know ny commands because nobody has trained it. Take it to a friendly CH for training - non-CH clones do not need to know the transfer command to be traded.
Q: Can a BE make me a Cowardly Gurreck, Rock Beetle, Graul Mauler? No, a BE can only make the clones that he has schematics for, given to him through the leftmost skill line called Clone Engineering.
Q: Ok, so what creatures can BE make? A Master BE can make 27 creatures that work properly: Bearded Jax, Eopie, Kaadu, Dewback, Gualama, Kahmurra, Krahbu, Carrion Spat, Choku, Gurrcat, Pugoriss, Kusak, Zucca Boar, Bantha, Bolma, Brackaset, Falumpaset, Ronto, Angler, Dalyrake, Guf Drolg, Gurreck, Narglatch, Razor Cat, Torton, Rancor, and Veermok. There are also 7 broken clones that cannot be tamed at all, giving an incorrect message when trying to tame.
Q: Which clones are broken? Blurrg, Tybis, Bol, Bolle Bol, Snorbal, Kimogila and Fambaa.
Q: What the heck are any of these creatures? I've never heard of any of them! You can find pictures and stats of all BE creatures at the websites listed above.
Q: Will you ever be able to make more than that? The last time the BE developer contacted the community he said that he had more than doubled the amount of creatures on the clone list, however the new clones have not made it to the Text Center yet.
Q: What exactly can you do to make the clones better than wild versions of the animals? We can alter 5 “profiles” – Physique (health pool), Prowess (action pool), Mental (mind pool and chance to hit). Psychological (still unknown), Aggression (damage and attack speed). Note: there are several theories about what the Psyche profile does (courage and dependability?), but nobody has been able to prove or disprove any of them.
Q: How much better are we talking here? A Master using good DNA and placing it properly with decent resources can routinely get a 10-15% increase over wild versions HAM and chance to hit.
Q: What about damage? This is a tricky subject. The answer is: yes clones can be made with higher damage, but it is at the cost of speed, so clones of the same type all do the same damage-per-second as each other as well as wild versions. That being said, damage can be increased up to 25% higher than wild versions.
Q: That sounds reasonable. Why do BE’s complain that their clones are weaker than wild animals? Because there are always better creatures that can be tamed in the wild at any given CL.
Q: Is there anything coming up that will change BE clones? Yes, a lot. BE’s will have the ability to drastically change the stats of all their clones and the CL and physical size of their creatures will no longer be set, but it will be based on the stats. This means that a BE will be able to make weaker versions of strong pets and stronger versions of weak pets. BE’s will also gain the ability to give any creature armor and special attacks as well as alter their color.
Q: Cool! When? No idea. It was supposed to be this publish , but it hasn't been mentioned yet.
General Tissue Questions
Q: Ok, enough about clones, tell me about tissues! There are two types of tissues: tissues for food and tissues for clothes.
Q: What's the difference? Food Tissues can enhance the duration and effect of foods when a chef uses them in the food crafting process. Similarly, Clothing Tissues can enhance the skills of the wearer of the clothing when a tailor uses them in the clothing crafting process.
Q: Why don't I see enhanced foods everywhere? 1) There are few chefs 2) Several require obscure resources that are very hard to collect in any amount. 2) Food Tissues often take as much, if not more, resources than the foods themselves for only a fractional increase in effect, so the cost the chef would have to charge for the food does not balance the cost of the Food Tissues. Find info about specific food tissues at the websites listed above.
Q: What are Clothing Tissues? Clothing Tissues are components that BE’s make that can be used in the creation of clothing.
Q: How does this work? Well, many clothes require components called “Synthetic Cloth” and “Reinforced Fiberplast Panel” to make. BE Clothing Tissues can be used as an optional component in the making of those clothing components (did you get that?).
Q: So I can't put a BE tissue into a clothing socket? Sorry, no. BE tissues are different from skill tapes.
Q: Which tissues can be used in what clothes? Each tissue will only work in one of the two components – SC (“casual wear”) or RFP (“field wear”) as labeled on the tissues description. Certain clothes use certain amounts of one or the other component and some even use both.
Q: How many tissue enhancements can be fitted into one outfit? Currently, multiple enhancements from two components of the same type (both SC or both RFP) will not stack on the same item of clothing yet (this is supposedly being fixed also), but everything else stacks properly (between items of clothing or on one item of clothing with an enhanced SC and an enhanced RFP). The total bonus for any one skill mod granted by tissue enhancement is +25.
Q: You're a dirty liar! My friend has enhanced clothes and his skills are showing a +58 bonus! Sorry, the cap is +25. There is a display bug that makes it look like you are getting more, but according to the Dev's, you aren't.
Q: Enough with the technical stuff, I want to know what Clothing Tissue can do for me! There are 8 different classes of Clothing Tissues each with a higher level and a lower level version. The 8 classes are: intimadation/warcry, injury treatment/wound treatment, bleed defense, stun defense/melee defense, cover, maskcent/camoflauge, taming wild creatures/taming viscious creatures, and dancer/musician wound healing. The higher versions in each class enhance the same skill mods, but they enhance for a greater amount each. Several tissues cannot be currently made in bulk because they also require rare and obscure resources. A complete list of all the tissues and their purposes can be found at the websites listed above.
General Pet Med Questions
Q: What Pet Meds can a BE make? There are 2 types of pet meds: Pet Stimpack and Pet Vitality Medpack.
Q: What is special about Pet Stimpacks? Well, not only do they not require medicine use (i.e. anyone can use them regardless of medic skills) but they also heal the mind pool, which normal stimpacks, or “people stims,” cannot do. Pet Stims also run on a seperate timer than people stims, meaning that you can heal with both at the same time.
Q: Why is it that the highest level Pet Stim I can find is Pet Stim C’s? Simply because D’s require fish which is very hard to collect in any amount, especially with good quality..
Q: What do Pet Vitality Medpacks do? Pet Vitality Medpacks do not heal wounds. There is a fourth stat on creature pets called “Vitality” that is a condition stat and is lowered by a certain amount every time a pet is incapacitated by an enemy that normally deathblows. When this stat reaches below 75 the creature suffers a 25% reduction from its fully grown healthy HAM, when it reaches below 50 it is increased to a 50% reduction, and below 25 vitality is a 75% reduction from adult healthy HAM. Pet Vitality Medpacks work like repair kits for armor and weapons by refilling the vitality of the pet at some cost to the maximum vitality. Using higher grade vitality packs results in a lower reduxtion of a pet's max vitality.
Novice BE Questions
Q: How do I make creatures? Creature schematics all have 3 slots: Creature Food, Flora Food, and a DNA Template.
Q: What the heck is "creature food"? Meat! I think eggs and milk technically count also, but dont waste those in a creature.
Q: Ok, so I guess flora food is wheat, beans, anything that sounds edible? Yes! Berries, flowers, rice, stuff like that.
Q: Whats a DNA Template? A DNA Template is a component that every creature requires. They all look exactly the same except for their names ("Kimogila DNA Template," ect.) and each take 5 DNA samples from any creature.
Q: How do I sample DNA? I didnt get a button for it! The command is /sampledna. You can make a macro for it and put it on your toolbar for easy access.
Q: I made the button... now what? You have to be within 15m of your target and hit your /sampledna macro. Your target must be a creature, must not be in combat, and not leave your 15m range before the process is completed.
Q: I made my first creature! What do I do with it? Sell it, tame it, drop it in your house, or sample it for more DNA via the radial menu.
END
Message Edited by Talthazar on 02-23-2004 12:10 PM
Generation Creation
For assorted reasons you may wish to make a generational creation. It is currently possible to sample DNA from creature you have created. There used to be a bug where the cleverness of a sample from a creature you had created would be 0. This seems to no longer be true. We no longer lose cleverness as a result of the generational approach.
Any time you sample the DNA sample will have lower stats than the creature it came from. Even with 10 experiments points it seems to be impossible to max every stat to try and regain the original creatures stats. This allows you to reduce the stats (HAM/Attack Speed/Damage/To Hit) while maintaining the resists and special of the creature. Armor becomes an interesting problem in this procedure because of the need to maintain fortitude over 500 while reducing the rest of the stats. The end goal of this process is to maintain the characteristics you care about, while losing the ones you don't and achieving a lower CL level. It can also be used to combine vulnerabilities for resists you don't care about. Vulnerability to everything except kinetic is a common goal for PvE pets. You can even use it in conjunction with first generation DNA for certain feature you care about. If you want to introduce certain specials but don't have a donor with those specials and the armor/resists you want? Make one. This is especially important in the aggression slot, which strongly affect both armor and specials. Make a first run creature to be your aggression donor and then feed it back into the mix (mutant, mutant, deaths head, deaths head, deaths head) gives strong poison, strong disease and ranged attack. However the armor has been severely weakened. (29, 39, 65, 65, 65, 19, 19, 19, 19). Feed that back in (mutant, mutant, 2nd, 2nd, 2nd), you get to keep the strong poison, strong disease and ranged attack but the armor is now (39, 52, 70, 70, 70, 22, 22, 22, 22). It's a lot of additional work but it may be worth it to you. You should also note that I have never gotten a better quality sample out of a creature than the template it came from. So it took very high quality template creatures to get very high quality DNA samples.
Non-CH pets
There are several pieces of the puzzle of CL which are as yet undetermined and so there is no easy formula for working this out. This means you will go over some times. Don't despair too much however. Novice Creature Handler's now have a CL12 limit, making them a good market for you near misses. However many of the pieces shown above can be used to help get under the limit or at least close. The first is that damage over 40-50 will frequently knock you out of CL10. As a result, unless you are working with very low power DNA any experimentation in aggression is likely to throw your results out of the non-CH range. In fact it is best to pick all low power samples for an attempted non-CH template. Make sure you put a very low power sample in the aggression slot. Your goal is to get a power of 50 or lower. Vulnerabilities also seem very useful for lowering CL. My favorite is the lesser dewback, which is CL 9 and has vulnerabilities to just about everything except kinetic. Since a non-CH pet is almost useless PvP kinetic is by far the most important resist. You also want to keep the HAM under 4K. You can do this by keeping hardiness, dexterity and intellect under 250. Several people have found that keeping fortitude under 100 help keep the resists down to manageable amounts. I have problems getting any non-CH with ranged attack and personally since most non-CH pets are PvE I do not find giving them ranged attack to be useful anyway. Since health is the most important characteristic I would suggest putting high hardiness samples in physique and prowess. Use low level samples everywhere else. If you can manage it try for a poison attack, as it is the best PvE DOT.
Thanks
I'd like to start with a very large thank you to Sumorex, Tal-N, Armok, KillerCRS, Grelgen, Plageron and Talthazar for coming up with details and confirmation for what I've tried to co-alate. Any mistakes found here in are certainly mine. I'm also going to preface this some of the links I find almost indispensable. I'd also like to thank Armok, TsiyaAma, OuterRimScout, Waaza, BntyHntr77, Karsus, JivanMukti, Nemthang, Momobear, Anarrion, Yalton and Kevm for feedback on the first rough draft.
Message Edited by Talthazar on 02-23-2004 12:01 PM
Message Edited by Talthazar on 02-23-2004 11:42 AM