Bio Engineer Archive

Thread: Tissues Bugs, Problems, and Suggestions

Ironstone
Wed Oct 01, 2003 10:58 am
#40

Terrian Negotiation Tissue - its in game as a power up so can be hard to add - have it replace the 2 worthless mercjant ones they took out
Razzar77
Sat Oct 04, 2003 8:34 pm
#41

The Posts are all really good ... if i may add a few suggs:


Could someone please post what the Tissue Things are supposed to do?


There are a number of descriptions that are just the names of the tissue items being crafted. Some of them look interesting ... what are they supposed to do and how the heck am i supposed to use them??


This would really be a great help.


thanks


digiwrath
Thu Oct 09, 2003 12:30 pm
#42

factory produced tissues don't stack correctly in clothing. you can put multiple tissues into the clothing but only get the bonuses of one of them.



---------------------------------------------------------------------------------

"Rosebud peas. Full of country goodness and green peaness."

Digi Wrath - Master Ch forever
Sothuwai
Fri Oct 10, 2003 1:30 pm
#43

Quote from Patch Noteson 10/8/2003: Bio-engineer - Tissue Engineering: Made all tissues and pet medicines craftable in Food & Chemical Factories


BZZZ, wrong!


Factories still do not see a pet stimpack schematic. I didn't even bother with the other tissue items.

Seshemw
Sat Oct 11, 2003 12:15 am
#44

I am unable to factory produce pet-stimpack-Bs (in a food+chemical factory), the schematic still isn't visible to the factory. It may be I have to re-deed and replant the factory, which would piss me off but be bearable (I'll experiment with that soon), but I've got a pet stimpack-B manufacturing schematic I made today (529 healing rating, 27 charges) that I'd actually like to use not look at.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Seshemw
Sat Oct 11, 2003 12:16 am
#45

I am unable to factory produce pet-stimpack-Bs (in a food+chemical factory), the schematic still isn't visible to the factory. It may be I have to re-deed and replant the factory, which would piss me off but be bearable (I'll experiment with that soon), but I've got a pet stimpack-B manufacturing schematic I made today (529 healing rating, 27 charges) that I'd actually like to use not look at.

(As of post-10/8 patch where this was supposed to be possible on live, not just TC)



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
mysticalpandy
Sun Oct 12, 2003 4:33 am
#46

I agree with your concerns about the wookies. But this is Bio-Engineering forum and not a Wookie forum.


Problem, change wookie clothing to use RFP or 1/2 and 1/2.


The Big complaints about BE after this patch. Still not all enhancements show up after putting in some clothing. I have a Master BE and Master Tailor (2 accounts) and I've tried and reported many of the non-working combinations.


I'd suggest the BE developer and Tailor developer take 2hrs and combine all combinations and craft. The put the clothing on. I had one loose it's enhancement after it was equipped.


zulca
Sun Oct 12, 2003 12:24 pm
#47

Is their still a BE corespondent?? If so does anyone listen to them? Tissue problems as of 10-11-03


I am a wookie with tissues 4 and tonight tracked down a master tailor and did some experimenting. As of the date of this post the the tissues do not work with wookies. Why well lets see. Coagulant agents which is in Tissue 3 only goes into reinforced fiberplast panels. The item desc also says it must go into some type of Field Wear for the skill bonus to take effect. Well the only item that takes a reinforced fiberplast panel in the Field Wear category is the gay looking shoulder pad. (I sighed for a moment and figured I would cover this ridiculous looking accessory from the 80's with my wookie smock, so I could use the +9 Bleed defense) The master Tailor tried twice and made the item fine, however the bonus never took effect on the item. All of the other Field Wear for wookies is synth cloth. Items that use synth cloth are the medical, and entertainer components. These components also say must be used in Casual Wear. If your not a Wookie then you have nothing to worry about, as you have plenty of options to choose from. If you ARE a Wookie then your just plain screwed atm. The same thing applies to the Toughened FIbers which is also in Tissues 3. It is Field Wear and wont work in anything for Wookies. So if I am not mistaken Wookies are REALLY getting the shaft. Below is the pro and con list for wookies. If anyone looks at it they can see that being a Wookie is a doomed thing.


Pros: More stats upon character creation (any wookie can tell you this isnt that great)


Wookies are the only species that gets to use a Bowcaster. (Not that great of a rifle)


Wookie Roar (Wookie special which is virtually useless. Supposed to be somewhat better aget 10-8 patch have yet to confirm it.)


Cons: Very little fur pattern choices upon creation.


Very few fur pattern choices from Master Image Designer. (Cant choose crazy colors like blues and reds.)


Cannot wear armor of any sort.


Cannot wear jewelry of any sort except rings for wedding purposes. (Like this matters cause noone can see rings on others anyways.)


Very limited options for clothing. (About 20 different items altogether.)


Very limited colors for clothing. (Even after the 10-8 patch where they added 50-55 new colors wookie options are still slim to none)


Faction costs are tripled if you go Imperial.



Why would one go wookie you ask? Well if you were one of the people like I am when the game came out and choose wookie, then spent all that time bringing him/her up from the ground only later to realize all of these incredible downsides, andspent too much time on their char to nuke or begin another on a different server then you ended up a Wookie. I have yet to run into a single Wookie who would choose Wookie all over again knowing what they know now about that species. I wish somehow this post would cross some Devs eyes like 3-PO or Shug Nix or the like, so they could realize how off balance it really is.


p.s. Their is no milk or seafood in the game yet aside from rare npc drops. And when it is dropped, it is not in any type of useful quantity. These 2 ingredients are required for certain Bio components and Chef receipes.


Zivilynn
Sun Oct 12, 2003 6:07 pm
#48

Im a wookie BE, I am a little unhappy with the 'casual wear' and 'field wear' differences.. Its not a wookie issue, because wookies cannot wear armor, plain and simple, it is a problem because since last patch when they decided to finally fix tissues, they didnt take into account the wookiee population, even though its small we are still there. At the moment all I can use is the wound and injury treatment, which is ok, but I would rather like a change in the classifications, or just get rid of them all together. A good suggestion would also to add more tissues we can make, atm the list is small and a few items arent worth making unless you like to pretend its easter and go hunting for eggs, fishing<id rather grind>, milk <got it, cause I dont>.. I know its been said 100 times but I say it again, maybe it will help, prolly not, but im just giving my 2 cents, take away pet healing from regular stims and make them heal very little, as is I sell almost no pets, tissues are a pain and people arent overjoyed with it, except entertainer types. Also add more Vitaltiy damage to pets, I have had my pets K.O.'ed like 50 times and I havent lost any vitality points yet, but I get tells asking for them. I think it has to do with being on a starter planet myself but not too sure. I know we are a support type class but as of yet I dont see us supporting anything, much less ourselves...



Ziv, soon to be Master BE


Valcyn, Tatoonie Mos Eisley

RBAngel1
Mon Oct 13, 2003 12:20 am
#49

I have a huge problem with the devs stating,
  • Bio-engineer - Tissue Engineering: Fixed all tissues skill modifiers to work correctly. (Existing tissue and clothing made with those tissues that report a modification also work, with the exception of the removed skill modifiers.)
  • RBAngel1
    Mon Oct 13, 2003 12:27 am
    #50

    Sorry about that double post guys. I messed up.


    Anyway, the devs said:


  • Bio-engineer - Tissue Engineering: Fixed all tissues skill modifiers to work correctly. (Existing tissue and clothing made with those tissues that report a modification also work, with the exception of the removed skill modifiers.)

  • Wrong.


    A friend and I tried a combat bleeding defense +3 undershirt from an existing tissue, and we got the same results everytime on a /healthshot1 for BOTH of us. You bleed as much as you're shot for. So if you get shot with a bleeding shot for 42 points, you bleed 42 health, whether you're wearing the shirt or not.


    Ok, so we thought we'd give the devs a break. My friend then used some new constrictor cloths made after the above-mentioned patch on an undershirt and a bandolier. The total bleeding defense was +32. I then shot her again with /healthshot1 for 42 points. Well, she bled 42 health whether she was wearing the shirt and bandolier or not.


    First of all, this needs to be fixed. Secondly, if the devs have not tested something, they should not say that they work correctly. My point?


    Tissues do not work. We can't trust what the developers say.


    Shall we give the tissue fixing another try and this time test it? Hmm? I'm sure all BE's expect an apology for that message saying that all modifiers work correctly when obviously they do not.


    ~RBAngel1~

    mysticalpandy
    Mon Oct 13, 2003 4:58 am
    #51

    Zivilynn,


    I too have a wookie bio-engineer, and the problem is not the wookie in regards to tissues. It's the tissues.


    The design for wookie is all out of wack in terms of clothing. You can wear a Wookie shoulder pad that does provide a slot for a combat enhancement. Is this enough for wookies (heck no)!!


    But this bigger problem is the tissues are not working regardless of what species you are or what clothing you make (exception may be the entertaining tissues).


    But if you put a reinforced combat enhancement into an item with syn cloth (non-enhanced) it wipes the combat enhancement. Now I hate to have to make a piece of clothing for a Pistoleer and have to drop an enhanced syn cloth with entertaining/Medical enhancement with it, that isn't going to be useful to him. It's a waste of resources and credit flow. This is important.


    I suggest just allow the tissue to be added to the biological compononent slot regardless whether its syn cloth or RFPs. Most people don't use clothing because of purpose but because of looks.


    Now since I have a Master Tailor also, this provides perfect opportunity to state that clothing wear and tear is necessary now. Why because once that MASTER COMBAT character gets his "uber" clothing +25 Bleed Def +25 mask scent, etc, etc, etc. He will never be back and then my Bio-Eng will not have return business and the commodity market will continue to go under.

    Reddman
    Mon Oct 13, 2003 5:03 am
    #52

    I Bought a set of Mask scent clothes from a BE...and with them on I can re-mask in 6 secs when noticed by a creature. Without them it takes about 12. Have you guys ran any tests with mask scent? Maybe I'm just wrong
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