Bio Engineer Archive

Thread: BE Tissues in Clothing

Dangaio
Tue Nov 04, 2003 9:59 am
#1

A question to you: Will be getting some Tissues from a BE and need to know how many I should get and need to enhance a piece of clothing. Do some require more than one tissue to add the modifier to the clothing and if so can you give me a few examples.

Sriva
Tue Nov 04, 2003 10:49 am
#2

If you're getting single tissues, you'll need one for each garment you want to enhance, basically. The tailor will take the tissue, put it into a piece of cloth, then sew the cloth into the item of clothing. This involves two skill checks (once for making the component, once for making the clothing), so two chances of a critical failure.


You can actually put two enhancements into a piece of clothing, so long as it uses both kinds of cloth that can include tissues--one kind is synthetic cloth (which goes into many tailored shirts, pants, jackets and hats) and the other is reinforced fiber panels (which goes into fieldwear items like camos, inflitrator leggings, some reinforced jackets and shirts--far fewer than those that take synthetic cloth). If the garment takes both synthetic and reinforced cloth, you can actually get two sets of modifiers in a single garment. Of the more common tissues, wound treatment tissues (both doctor and entertainer) go into synthetic cloth, and the combat and scouting tissues go into reinforced cloth. Talk to your tailor before you bring the tissues to her, and she can advise you on which patterns you'd probably want to use.


Some items (spec ops dusters, for example) require two or more factory made pieces of BE cloth. If this is the case, the tailor will have to make the cloth in a wearables factory with a factory made crate of BE tissues as an ingredient. If you're getting the tissues yourself, you'll most likely be dealing with single tissues, giving them to the tailor, who'll them hand make them. If this is what you're doing, it will limit more which colthing patterns you can choose from.




Chastity Nightdancer
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Dangaio
Tue Nov 04, 2003 7:18 pm
#3

Thanks Good information in that post..
Ssprink
Tue Nov 04, 2003 10:03 pm
#4

A warning to you, the only pants item that I have been able to get tohold the mods are the crafter pants, Reinforced pants eat the mods and i hate to say it but the paramiltary camo's eat the mods as well.


Both tested tonight.


Every wookie item i have attempted also eats the mods, perhaps we as tailors can work up a list that are supposed to hold mods and wont, sure would save some credits.




Oniliv
Wire3k
Wed Nov 05, 2003 12:54 am
#5

Take the cloth out of the crates manually - and put the one with the mods in LAST into the schematic.




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Sriva
Wed Nov 05, 2003 7:52 am
#6

Yeah, I've made several sets of camos and they've worked fine. I always manually remove the tissues, then put them in the slot after I've filled up all the ones taking normal components. Works every time.



Chastity Nightdancer
Arch Fashionista and General All Purpose Tart
One Proud Founding Member of BABE
Master Tailor, Master Dancer and Booty Shaker
Owner of Chastity's Boutique (324,459)
Babelon (S. of Keren), Naboo, Lowca
ArthurDentOnBria
Wed Nov 05, 2003 10:15 am
#7

This is wrong, please do not continue to spread this false information around, you're only making it worse. It's a known bug with a trivial workaround.




Ssprink wrote:

A warning to you, the only pants item that I have been able to get tohold the mods are the crafter pants, Reinforced pants eat the mods and i hate to say it but the paramiltary camo's eat the mods as well.


Both tested tonight.


Every wookie item i have attempted also eats the mods, perhaps we as tailors can work up a list that are supposed to hold mods and wont, sure would save some credits.









ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Blode
Wed Nov 05, 2003 10:21 am
#8

Not only do you need to pull every component out manual before you assemble, but put the BE enhanced cloth in last.


Pain in the butt, but I have had no problems since I followed this work around.




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WolfGuy
Mon Dec 08, 2003 12:43 pm
#9

Just a quick question... I have been having trouble getting the straight facts about how our tissues work...

Do the effects of identical tissues (ie: tissues in factory-made cloth) stack? To clarify, if an article of clothing requires 4 identical synthetic cloths, and the cloths have +5/+5 myflex tissues, will the final product have 4*+5/+5 = +20/+20 or will it have just +5/+5?

Alternatively do the effects of non-identical tissues stack? If an article of clothing takes 3 different reinforced fiber planels, will the effects of each panel stack?

I hope this is clear enough.

Thanks in advance.




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ArthurDentOnBria
Tue Dec 09, 2003 1:05 am
#10

it's not a matter of identical or non-identical, it's a matter of "slots" within the schematic. If a schematic has:


4 identical synthetic cloths


then this will *not* stack.


If however the schematic has


2 identical synthetic cloths


2 identical synthetic cloths


Then the bonuses from those two "slots" *do* stack.



All in all, there are about a dozen clothing items where you can stack synthetic cloth bonuses and achieve up to +25 medical or entertainer healing.


There are *no* schematics where you can stack reinforced fiber panels.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


WolfGuy
Tue Dec 09, 2003 1:07 am
#11

If I have two +25 healing clothes will they stack to +50? For example, a +25 damage healing hat and a +25 damage healing shirt....?




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
DARK JEDI KNOOB COMMANDO
v Offcial noob-schoolbus driveR v
Vendor at [ 1840, -5160 ] Athens, Rori
Jedi are total noobs
WolfGuy
Tue Dec 09, 2003 1:10 am
#12

Also, thanks for the help...
I found a pretty descent reference here or

here... www.briancook.us/BE_Clothing.html if my link doesn't work.




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
DARK JEDI KNOOB COMMANDO
v Offcial noob-schoolbus driveR v
Vendor at [ 1840, -5160 ] Athens, Rori
Jedi are total noobs
Spazzers
Tue Dec 09, 2003 1:12 am
#13

Stacking maxes at +25. This applies to the build as well as wearing multiple garments. Many BE's don't bother making tissues above +13. A garment with multiple slots will max at +25. Two garments with +13 will max at +25 when you wear them.


You can not have higher than +25 of any given enhancement.




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