Bio Engineer Archive
Thread: TC Info 01/23/04
Tal-N wrote:
Oh and can see have some idea of just how much these enhance by please? If its less than 50% then the resources will STILL not justify the price, the typical item there is 2 organics with around 30 units each and one meat with around 30 units. Based on typical server prices thats going to come to around 480-500c per item! Do the devs know just how much meat usually costs?
Well, unless they vastly increase the amount of resources required in food - looks like the optional parts are far heavier on resources than the food it goes into - which personally, never made a lot of sense to me.
AyaOnane wrote:
A Quantity bonus of 135 increased the food quantity from 3 to 7 so it looks like it's +135% to the quantity.
OMG! They may have actually made our bio additives both cost effective, and useful
/faint
Off course all these means nothing unless it results in like a 500% increase in the number of non-holo chefs per server.
On the "secret research data", here is an excerpt from SirVimes original announcement on the Chaf changes:
Each bio eng component for food can also take a "secrets" item. Secrets will start to appear as loot or in other ways later and can add to the power of food items quite a bit.
Talthazar wrote:
On the "secret research data", here is an excerpt from SirVimes original announcement on the Chaf changes:
Each bio eng component for food can also take a "secrets" item. Secrets will start to appear as loot or in other ways later and can add to the power of food items quite a bit.
Tal-N wrote:
Well fruits, berries and such I can imagine as seeds. But I'd take it that tubers aren't. If so I'm glad I have around 400k+ unitsworth of a nice fruit which is 900+ for ALL stats. W00t! Sure glad I mass harvested that when it popped up a month ago.
Not sure how tubers managed to get listed under seeds, but that's where they are. For that matter so is fungus, though really it has spores.
As long as they insist on the tissue line being every item made from 30 units of every type of meat then I will never have any faith in the tissue line. I dont even mess with getting meat anymore, its a joke and a waste of time. If I cant harvest it from a harvestor, I dont make it. My days of paying 25 credits a unit for meat are done.
7 months now since release and they still think rangers and scouts provide this class with enouph resources to make their steep requirements. Its amazing.
Talthazar wrote:
Not sure how tubers managed to get listed under seeds, but that's where they are. For that matter so is fungus, though really it has spores.
Well - this is the same system that insists that meat, milk, vegetables and wood are suitable resources to put into clothing!
Ewwww, where are the dry cleaners - my outfits are starting to mold.
Been playing with some of the additives. Apparently the be additives we make get used by chefs or artisans, for the light additives, to make a chef food additive. This in turn is used in the food.
Some results:
K-18(burts run bonus)rations without: Filling 17, ham decrease 27, recovery decrease 10
with additive: Filling 17, ham decrease 45, recovery decrease 10
The above was using nutritional additives. Here's some Almond-Kwevvu Crisp Munchies with nutritional
With additive: filling 23, taming bonus 12.3, duration 14m 12s
Without:Filling 23, taming bonus .5, duration 14m 12s
Both the above took light additives. Each schematic appears to specify whether it takes light medium or heavy.
if BE additives can boost the amount of events that the buff will last for...plenty of business for BE's...you guys would also love starshine surprise, reduced incap time...oh, and might as well test the highest level additive you can put into a food...if chefs are going to use additives, we'll want the best possible...so if it can take a heavy, med, or light...just test the heavy if you only have enough resources to test 1...