Bio Engineer Archive

Thread: BioEngineer Guide & FAQ

Mikeb1113
Sat Jul 17, 2004 11:29 pm
#14






NancyJ wrote:


Generation Creation


...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...

Message Edited by NancyJ on 05-24-2004 01:34 PM


Message Edited by NancyJ on 05-28-2004 03:15 AM




I'm ready to pull my hair out from dealing with these non-CH pets!!


In Nancy's guide above,itsays keep the HAM under 4k... but I'm already at level 12 with 1.1k HAM!


I've been using 4 pieces of lesser dewback DNA in slots 1-4, and have been trying various sources in the agression slot. My goal is to implement some strong special attack, maybe strong poison and/or strong disease, into a non-CH mount.


I've been trying to follow Nancy's guildlines, keeping power < 50, and hardiness, dex, and intellect under 250... but I either come up with a level 10 critter with 300 HAM, or a level 12+ with 1100. I suppose I couldlive withoutthe strong special attacks if I could figure out how to make these 4-5k HAM, level 10 pets that everyone seems to be asking for (perhaps is the high powerlevel of the venom-filled arachne, or nocous khamurith DNA I've been using in the aggression slot?). But a non-CH mount with 4k HAM AND poison sounds so neat..


Any ideas for a frustrated, fairly new MBE?


Ashmondai
Thu Jul 22, 2004 4:25 am
#15

Just to let everyone know.. you *do* crit fail when using these macros. You will notice that some Crafting tools during your grind won't have the hopper countdown number in their top right hand corner. That was a crit fail.


You won't get a message, so be sure to compensate by getting a little extra resources for your grind.



Ashmondai

james2121
Tue Jul 27, 2004 9:05 pm
#16

thx for the faq
Toastysoul
Sun Aug 01, 2004 10:25 am
#17

thanks, this is really helpful



Kraytia,

Bio-Engineer/Pikeman, Eclipse
JacolbyDamon
Mon Aug 02, 2004 3:26 pm
#18

Maybe I didn't read enough... but I can't get the crafting macro to work at all. I'm getting "FAILED to load aliases..." error. I've taken all the spaces out and tried renaming the file macros1.txt just to be safe but have had zero luck. Can somebody post the macro again exactly as they have it coded? This would be an EXTREME help.


Jacolby
VTmoon
Mon Aug 09, 2004 9:17 pm
#19

these are very helpful, thank you.




Mono Noke
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Kniol
Wed Aug 25, 2004 12:39 am
#20

JacolbyDamon;


Here's the way I have the macro, keep in mind these are my schematic numbers and won't work for you:



AutoCraft1: /ui action toolbarSlot00; /selectDraftSchematic 19; /

pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;

/createPrototype practice no item; /createPrototype practice no item;

/pause 2; /AutoCraft2;
AutoCraft2: /ui action toolbarSlot01; /selectDraftSchematic 19; /

pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;

/createPrototype practice no item; /createPrototype practice no item;

/pause 2; /AutoCraft3;
AutoCraft3: /ui action toolbarSlot02; /selectDraftSchematic 19; /

pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;

/createPrototype practice no item; /createPrototype practice no item;

/pause 2; /AutoCraft4;
AutoCraft4: /ui action toolbarSlot03; /selectDraftSchematic 19; /

pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;

/createPrototype practice no item; /createPrototype practice no item;

/pause 2; /AutoCraft5;
AutoCraft5: /ui action toolbarSlot04; /selectDraftSchematic 19; /

pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;

/createPrototype practice no item; /createPrototype practice no item;

/pause 2; /AutoCraft6;
AutoCraft6: /ui action toolbarSlot05; /selectDraftSchematic 19; /

pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;

/createPrototype practice no item; /createPrototype practice no item;

/pause 2; /AutoCraft7;
AutoCraft7: /ui action toolbarSlot06; /selectDraftSchematic 19; /

pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;

/createPrototype practice no item; /createPrototype practice no item;

/pause 2; /AutoCraft8;
AutoCraft8: /ui action toolbarSlot07; /selectDraftSchematic 19; /

pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;

/createPrototype practice no item; /createPrototype practice no item;

/pause 2; /ui action toolbarSlot08;


Cut and paste the above into your SWG file folder. The only thing you will have to change is the schematic numbers, be sure to change ALL 8 of them!


Also, be sure to retype /load macro.txt (or whatever you named it, I named mine bemacro.txt) again after you next log in.


Hope this helps


Nevvyr Ynhayld, Nov BE, Bloodfin




Kniol Kiodo
Master Shipwright
Master Droid Engineer
Master Artisan (PRE-Vehicle Patch)
Vendors at (4988, -3844), just 1000m N of Moenia, Naboo
Ahazi Galaxy
"Say what you mean. Mean what you say. Do what you said."
Zadokk
Thu Oct 07, 2004 4:08 am
#21










At the moment, there are 12 different types of additives that can be made by Bio-Engineers for use by Chefs in food production. These 12 types are broken down into three types (Light / Medium / Heavy) in four categories (Nutrients / Flavour / Batch / Mass). Each category has a different effect on the final food item that is produced. Certain types can only be used in certain foods / drinks, e.g. Lights are used in Synthsteak, mediums in Vasarian Brandy and heavies in Bivoli Tempari - therefore you couldn't use heavies in synthsteak. However, you can use smaller additives in products that can take larger additives. So for instance, Brandy can take lights and mediums, bivoli can take lights, mediums and heavies and synthsteak can only take lights.


I will break down the additives into categories, list their effect on the food, what resources they require and also their bonus range.


Light Additives

Micronutrient Supplement

Nutrients (Potency)

20 x Organic

15 x Flora Food

15 x Meat

30 - 60 Bonus


Multisaccharide Dimate

Flavour (Duration)

20 x Organic

20 x Milk

25 x Flora Food

10 - 30 Bonus


Hyper Yeast Additive

Batch (Quantity)

20 x Organic

20 x Cereal

20 x Wild Meat

100 - 200 Bonus


Carboreductive Catalyst

Mass (Filling)

20 x Organic

20 x Wild Meat

20 x Domesticated Meat

5 - 15 Bonus


Medium Additives

Broadspectrum Nutrient

Nutrients (Potency)

35 x Organic

25 x Flora Food

20 x Meat

60 - 90 Bonus


Multisaccharide Tetramate

Flavour (Duration)

35 x Seeds

30 x Milk

30 x Flora Food

30 - 50 Bonus


Hyper Yeast Concentrate

Batch (Quantity)

25 x Organic

20 x Cereal

20 x Wild Meat

200 - 300 Bonus


Caloric Conversion Supplement

Mass (Filling)

35 x Seeds

35 x Wild Meat

30 x Domesticated Meat

15 - 30 Bonus


Heavy Additives

Intelligent Nanonutrient

Nutrients (Potency)

55 x Organic

35 x Flora Food

20 x Meat

90 - 120 Bonus


Multisaccharide Pentamate

Flavour (Duration)

35 x Berries

40 x Milk

45 x Flora Food

50 - 70 Bonus


Edible Nano Constructors

Batch (Quantity)

25 x Vegetables

40 x Cereal

30 x Wild Meat

300 - 400 Bonus


Carbocaloric Eliminator
Mass (Filling)
35 x Fruit

45 x Wild Meat

40 x Domesticated Meat

30 - 50 Bonus


It should be noted that as of writing this, that the listed weightings of 33% OQ / 33% PE / 33% FL are INCORRECT and the correct values are 50% OQ / 30% PE / 20% FL.


Many people have asked how good their additives are, in would be far too lengthy to compose a scale for every additive, however, here is a scale that has been adopted by the BE community for BSNs (Broadspectrum Nutrients):


90 - Perfect

89 - Outstanding

88 - Excellent

87 - Very good

86 - Good

85 - Above Average

84 - Average

83 - Below Average

82 - O.K.

81 - Poor

80 - Low Quality

<80 - Tends to be unsellable


In my experience, most Chefs like their BSNs to be around 85/86 mark and are very pleased to buy 87/88s off you.


As with tailor tissues, high OQ wood can be used in place of Flora to raise the quality of additives as long as the PE/FL of the other resources are high enough as the wood assumes null values for PE/FL. Let me explain with the following example:


You want to make some BSNs. You have some fungi with 800/800/800 stats (OQ/PE/FL respectively) and some carnivore meat with 850/850/850 stats. When calculated it would give an average quality of 812, resulting in a respectable 84 bonus BSN. However, you notice that you have some soft wood lying around with 900 OQ and you use it in your next BSN. With the wood in place of the fungi in the organic slot, the average quality has now reached 839 which means your BSN now has a bonus of an even more respectable 85. You should note that using wood is not always preferble. When using low quality meat, it is vital to use high quality flora to raise the final bonus of the BSN.


99% of all additives sold by BEs are nutrients (MNS / BSN / INN), these improve the buff stat of food and is the main stat that people look for when buying food. However, chefs may ask for other additives such as Multisaccharide Tetramate (duration) which creates instant burst-run food Parwan Nutricake.


Additives FAQ

Q: How do additives work?

A: They act as percentage bonus to the final product. For instance (and thanks to sciguyCO for this), Brandy's base stat is around 200 ish and the average BSN bonus is around +84. This does not add 84 to the base stat - this would make the brandy's final value 284 - instead it adds a 84% bonus resulting in a 368 potency brandy. That is why for most products, the higher the potency the better. However, for foods such as Havla where anything over 100 is pointless, lower end additives can be used which is more economical and also supports BEs who are struggling to create higher end additives, so don't be discouraged if you can't break 84.


NB: Some chefs complain that 85s are not good enough and want at least 87s - it should be noted that the difference between these two are so neglible that the difference is about 6 points worth of potency and since most BEs charge a considerable amount more for 87s, 85s should be prefered if costs are too kept to a minimum.


Q: How good will my tissues be if I choose BE 0404 instead of MBE?

A: Without master, it means you get +75 experimentation or 7 experimentation points. With perfect (1000 OQ / 1000 PE / 1000 FL) resources a Master can get a BSN upto +90. Because of the 3 lost experimentation points, this is reduced to a maximum of 79% which means a final bonus of 84. Realistically, this means that even with extremely good resources (which would allow a MBE to make 88/89) you will only get 82/83, which would knock about 15 pointsof potency of your Brandy. It should also be noted that you lose the ability to craft INNs and have an increased chance of critically failing, failing during experimentation and getting poorer assemblies.


Q: How should I price my additives?

A: It's far too hard to comment on pricing here as it varies from server-to-server and it seems to be a very volatile market with prices varying by up to 40% month-to-month. Your best chance is to ask a fellow BE on your server, check out vendors or use the trade forums. I sold my first two full runs of BSNs on the trade forums, it helped me establish my name and check out how much people are willing to pay for them.


Q: I have a fully stocked vendor but no one buys anything.

A: All additives should be made in large runs, I would say a minimum of 500 units per run. Also, try putting the serial number of the crate into the name when you make the schematic - remember, chefs make all of their food in factories and therefore to save on resources they need identical components and that includes additives.


The trade forums are your friends. Advertise your services / vendors in a clearly layed out post, clearly stating your current stock levels, prices and whether or not you take orders.

Also, try contacting the Chefs directly asking them, politely, if they need any additives and if they need a regular supplier (be sure to slip a waypoint to your vendor in there too).


Location is also very important, trying asking a well known crafter if you can place a vendor in their shop or perhaps finding a place of your own outside a large city / through-fare can also drum up a lot of business.


Q: I can't keep up with orders, I just don't have enough meat!

A: Large quantities of high quality meat can be hard to come by sometimes, but there are ways to get around it. Check the current dath carnivore meat, if its half decent then go hunt enraged rancors. This stuff drops off them like leaves in Autumn and is not difficult to come back with 25-30k of it per buff session with a master in an elite combat profession. Use high quality flora to bring the bonus up if needed. If it is of a low quality, or you simply can't kill rancors then try Dantooine - voritor hunters have crazy pop rates and are easier to kill. Also, don't forget the trade forums. There are rangers / scouts out there looking for meat contracts and many keep stockpiles on them. This is the expensive option as it can deeply cut into profits as doctors and chefs often offering higher prices for the same resources.

Message Edited by Zadokk on 01-21-2005 05:35 PM

Bendi_James
Wed Oct 20, 2004 11:07 am
#22

I'm going to post this because, I saw a someone get 1-starred for asking here in the forum andit didn't exactly jump out at mewhile reading through thethe FAQ's. It seems to be a pretty common question though.


Does the quality of creature meat or flora resources have any effect on Clone combine?


NOPE.


Please feel free to use garbage categorymeat and florawhen making Clones.Quality makes nodifference. Although, I have seen a couple of pets that had self-esteem issues...maybe they had lesser quality stuff usedin making them.
DarksideCalls
Sun Nov 21, 2004 7:03 am
#23

awesome guide - ty



Dekoi Tassidar - Elder Jedi

Fats' Tassidar - Medic

Asomi
Thu Dec 23, 2004 8:58 am
#24

Alright, I tried using the macro on here but it was faulty. When i used it to make solid delivery unit, it keep on giving me the advanced solid delivery unit. I was doing it in my hosue away from lag but i have no station. Can any one tell me what i am doing wrong i wasted 2 hours on this macro and i got no production. Also when ever i put a low shcematic number in it would be a differnt number but any other number was the advanced. Plz Help
Hylidex
Thu Dec 23, 2004 9:05 am
#25






Asomi wrote:

Alright, I tried using the macro on here but it was faulty. When i used it to make solid delivery unit, it keep on giving me the advanced solid delivery unit. I was doing it in my hosue away from lag but i have no station. Can any one tell me what i am doing wrong i wasted 2 hours on this macro and i got no production. Also when ever i put a low shcematic number in it would be a differnt number but any other number was the advanced. Plz Help







This comes from the "SelectDraftSchematic" line. The actual number is different for every person. The only way to discover which is the right one is trial and error.


For me, I found the right schematic by opening the crafting window and typing the line in the chat window with 0 in the number slot. Then I used ctrl-up arrow to recopy the line and incremented the number until it selected the right schematic. It took me about 20 minutes on one that was way down the list. Then I put the number of the right schematic in the macro.


Hope this helps.

Message Edited by Hylidex on 12-23-2004 10:05 AM



Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
-6600, 4440, Theed, Naboo, Gorath
PlainWhiteSocks
Tue Dec 28, 2004 4:10 pm
#26



Hylidex wrote:


Asomi wrote:
Alright, I tried using the macro on here but it was faulty. When i used it to make solid delivery unit, it keep on giving me the advanced solid delivery unit. I was doing it in my hosue away from lag but i have no station. Can any one tell me what i am doing wrong i wasted 2 hours on this macro and i got no production. Also when ever i put a low shcematic number in it would be a differnt number but any other number was the advanced. Plz Help



This comes from the "SelectDraftSchematic" line. The actual number is different for every person. The only way to discover which is the right one is trial and error.

For me, I found the right schematic by opening the crafting window and typing the line in the chat window with 0 in the number slot. Then I used ctrl-up arrow to recopy the line and incremented the number until it selected the right schematic. It took me about 20 minutes on one that was way down the list. Then I put the number of the right schematic in the macro.

Hope this helps.

Message Edited by Hylidex on 12-23-2004 10:05 AM




/sel can be used instead of /selectDraftSchematic if you loose the line for some reason it's faster to type.



Corbis
Kauri
Ex-Master Bio-Engineer
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