Bio Engineer Archive
Thread: Creature Recycler...Eggs...Bad News
LloydPickering wrote:
(As a programmer myself, I don't see how it could take that much time to get something to modify the stats on a resource. It doesn't even combine 2 resources. You select the output, and put your resources in 1 at a time, then out comes your new resource 1 at a time. You don't drag in 5 little stacks and out comes 1 big stack, you put in 5 little stacks, and get out 5 little stacks that are stackable)
rahbert wrote:
I NEED SPINNER BLADES, ACK!
U can get them from Hidden Daggers on Corellia. Missions are 2.3-2.5k payout, and I found my 4 blades in 2 buff sessions, as well as a load of other stuff too.
rahbert wrote:
I NEED SPINNER BLADES, ACK!
Find a remote mission terminal (in order to avoid crowds and/or potential killstealers) and get two hidden dagger missions fairly close together. Go to the first one, kill and loot, but don't destroy the base. Go to the second one, do the same. Then go back to the first one and repeat. Each mission will spawn npc's three times; after the third time you clear each base, go ahead and destroy it to finish the mission. Get more bang for your buck without having to constantly travel back and forth between missions and the mission terminal.
al-djinn'i
Master Ranger/Novice Rifleman
JustAnotherPerson wrote:
uhm .. have any of you tried setting it to meat and droppin some eggs in it ?
it worked for me
Ekaro MBE MCH
Yes...but that turns eggs into meat...
We want eggs into eggs.
Like you get Milk into Milk, or Hide into Hide.
Good times!
The pain was the Feed Tube. I did about 3 buff sessions at Fort Tusken then gave up and bought one for 500k.
The beast is born, patiently waiting to be able to combine eggs
LloydPickering wrote:
Felisconcolori wrote:
LloydPickering wrote:(As a programmer myself, I don't see how it could take that much time to get something to modify the stats on a resource. It doesn't even combine 2 resources. You select the output, and put your resources in 1 at a time, then out comes your new resource 1 at a time. You don't drag in 5 little stacks and out comes 1 big stack, you put in 5 little stacks, and get out 5 little stacks that are stackable)/cheer for ArthurDent.Ahem. Actually, Lloyd, I don't see much of a performance impact in determining the number of statistics (as, I believe, all like resources have the same number and type of attributes), and averaging them. And as a comparison....I too program a bit. In Excel VBA (both copyrighted Micro$oft), I have programmed together (yes, some purists would say that's not programming) a little thing that takes the performance statistics of many people across many dimensions performing a task from multiple sources... Producing a list of averages even using this inflated method (I'm sure, it would be implemented in both a more efficient and slicker way were the Devs to spend 20 minutes or so) is almost totally trivial; over 2000 averaged sets of statistics takes but a few seconds.As for put in many stacks, get one, or get many little stacks... makes no difference really. Of course, if we were given cloning tanks to clone our own meat at a slow pace based upon the meat we add to the cloning vat.....But that's a dream, and likely would cause my Ranger side to be upset with my BE side.I didn't suggest they do it one at a time to increase speed, I was saying thats the way it happens now
The first sentence was stating that it wouldn't take long to code, then the second sentence onwards explained how it works currently, implying that they haven't spent 2 minutes coding it.
Oh yeah, and although I'm more of a 'Purist' programmer, using OO C/C++, I have to admit VB can be pretty useful for fast prototyping. Im not the type to have a go at other languages if they have a use...
as far as I can tell, the reason recyclers don't average stats is a database issue.
every resource stack ingame is tied to a database entry. instead of remembering the stats, the name of the resource is tied to an existing entry. if nothing else, this would allow the devs to change the stats on a resource GLOBALLY (ie: spawn of meat with 1000 in all stats pops, the devs don't want it ingame, they change the entry on the database and all stacks that point there for reference are re-stat'd).
averaging the stats would mean creating new database entries (and opens the way for other bugs).
as far as EGGS = meat instead of EGGS = EGGS, I haven't seen any change. if I remember correctly, FISH, MOLLUSK, and crustacean are also turned into a schematic nonspecific resource.
lammergeier wrote:as far as I can tell, the reason recyclers don't average stats is a database issue.
every resource stack ingame is tied to a database entry. instead of remembering the stats, the name of the resource is tied to an existing entry. if nothing else, this would allow the devs to change the stats on a resource GLOBALLY (ie: spawn of meat with 1000 in all stats pops, the devs don't want it ingame, they change the entry on the database and all stacks that point there for reference are re-stat'd).
averaging the stats would mean creating new database entries (and opens the way for other bugs).
as far as EGGS = meat instead of EGGS = EGGS, I haven't seen any change. if I remember correctly, FISH, MOLLUSK, and crustacean are also turned into a schematic nonspecific resource.
Yeah...I suspect it is a DB issue, and to me the weighting of 200 isn't so bad, it's the prob of eggs as meat, and mollusk/fish as seafood.
I think we need to make this one of our top priorities, as when combined witht he recent additions of easier harvesting of eggs and milk, could make some tissues a real option.
chefs use milk... for bantha butter (not the only schematic that requires milk, but the most commonly used), which is a subcomponent. the stats for this are moot, since it neither adds nor subtracts any value from the final product.
we use fish (petstim D, and stats matter, but so do the subcomponents the stats of another resource, which buffers the blow IF FISH = FISH, which it doesn't).
we use milk and eggs and mollusk (tailor and chef tissues), and while 200/etc doesn't HELP, the other resources add their own stats to offset this. since tailor mods can usually be stacked, and since the cap on effectiveness is +25, +12/13 is enough to make a viable tailor product (and with STELLAR resources all around, +20 is possible, if a waste to stack with another tissue).
no one uses crustacean.
SEAFOOD won't help. MEAT is much easier to come by from meat, and not eggs. MILK works.
so the problem is that EGGS and FISH and MOLLUSK can't be combined to larger stacks, 200/etc or not. seafood is as worthless as crustacean, and fish/mollusk/crustacean are still too difficult to gather in quantity.
that said, I'd say that this warrants "issue" status for the profession.