Bio Engineer Archive

Thread: Researching -- A bit confused

EdieBauer
Thu Sep 16, 2004 8:31 am
#1

I am trying to reseach the making of BE clothing. I checked out the FAQ and it helped, but added more questions. A buddy and I are starting a Pet Stim, BE Pet, Medicine Business. I thought a great compliment would be to offer Wound/Damage clothing. So I started to see what it would take. Here is my question:


I know you have to use biosensors to make that clothing, but how manytissues does it take to get to +25/+25 which is what all the docs want?


I guess I am confused on the process. If someone could make a simple process for me, that would be much appreciated. Here is what I think so far:


1. Make X number of biosensors.

2. Give them to a tailor who uses them instead of a fiber panel.

3. Tailor makes +25/+25 MED clothes and done.


So what is the X and am I missing anything? Thanks in advance.



_____________________________________________
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Grind Quality Chassis: Novice (Light Tier/Z-95/Syck): 10k -- Tier 1 (Tie/Y-Wing/Dunelizard): 30k
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Also see our BE vendors (pets, stims and vitality packs)

NancyJ
Thu Sep 16, 2004 9:00 am
#2

You need min 2 tissues to make +25 (the value of the tissues must be 25 or greater)
the tailor uses the tissues to craft synthetic cloth and then uses them in clothing to make +25 (only if the clothing can take 2 pieces of synthetic cloth in separate slots)




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200m South of Anchorhead


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CapricornONE
Thu Sep 16, 2004 9:38 am
#3






EdieBauer wrote:

I am trying to reseach the making of BE clothing. I checked out the FAQ and it helped, but added more questions. A buddy and I are starting a Pet Stim, BE Pet, Medicine Business. I thought a great compliment would be to offer Wound/Damage clothing. So I started to see what it would take. Here is my question:


I know you have to use biosensors to make that clothing, but how manytissues does it take to get to +25/+25 which is what all the docs want?


I guess I am confused on the process. If someone could make a simple process for me, that would be much appreciated. Here is what I think so far:


1. Make X number of biosensors.

Correct here, you'll need to make at least +13 Biosensors

2. Give them to a tailor who uses them instead of a fiber panel.

Close, but not quite... you'll give them to a tailor to make into Synthetic Cloth

3. Tailor makes +25/+25 MED clothes and done.

You'll Need ALOT of Biosensors.... most clothes tailors can make with these mods take a minimum of 2 (sunguard)and some require more than 6 (wooly shirts) biosensors per item


So what is the X and am I missing anything? Thanks in advance.




And on a side note: These Injury/Wound Treatment Mods ONLY help for medic and docs... they have no effect on CH's ability to heal.




Claw
Master Bio-Engineer k Master Tailor
Chef Addative/Petstim k All Black BE'd Clothing Vendors
In the Mos Mesric Mall on Tatooine (-1118, 77)
Blight - Master Swordsman k FS Noob____________Master Riflewomenk Doc - Devaki
ArthurDentOnBria
Thu Sep 16, 2004 10:44 am
#4

The actual process is


1. Make X number of bio sensors (in general, these must be factory identical, in crates)


2. Give them to a tailor


3. Tailor makes a factory run of synthetic cloths using your crate(s) of bio sensors


4. Tailor uses that bio-enhanced synthetic cloth in clothing that takes synthetic cloth.


Each item of clothing will take either:


a) no synthetic cloth


b) one "stack" of synthetic cloth (1-6 per "stack" depending on the schematic)


c) more than one "stack" of synthetic cloth (1-6 per "stack" depending on schematic)


in case (a), you're hosed, you can not add any medical healing bonus to that item of clothing. A good example of this, regrettably, is the cloak.


http://www.swgcraft.com/showschem.php?id=cloak


in case (b), you are going to only get the exact bonus of what the strength of the bio sensor is. So for example, a gunman's duster schematic calls for one slot of 6 identical synthetic cloths. You put 6 +15 synthetic cloths in there and the duster will have a +15 bonus to healing.


http://www.swgcraft.com/showschem.php?id=gundust


in case (c), you add up the values of the bio sensors in each slot (capped at +25). A good example of this is the sunguard.


http://www.swgcraft.com/showschem.php?id=sguard


So if you put a +13 synthetic cloth into the first "stack" and a 2 +12 synthetic cloths into the second "stack", you'll get a +25 sunguard.





EdieBauer wrote:

1. Make X number of biosensors.

2. Give them to a tailor who uses them instead of a fiber panel.

3. Tailor makes +25/+25 MED clothes and done.


So what is the X and am I missing anything? Thanks in advance.









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%


EdieBauer
Thu Sep 16, 2004 1:00 pm
#5


Ok, I think I have it. I appreciate everyone's time.


Let me see if I have it correct.


Let's say I make 100 +13 active biosensors.

Give them to a tailor who makes 100 synth cloths with +13 injury/wound.

The tailor makes a sunguard what takes 1synth clothin ones stack for +13 and2snyth clothin the second stack at +13.

So the final result is +26 injury/wound, but because of the cap it comes out to +25.


So the bottom line is that if I want to make something with +25 you have to have a schematic that takes 2 stacks ofsynth cloth.

Message Edited by EdieBauer on 09-16-2004 05:05 PM



_____________________________________________
Dr-Joel's Vendors: (-5099, 3035) Theed, Naboo
Grind Quality Chassis: Novice (Light Tier/Z-95/Syck): 10k -- Tier 1 (Tie/Y-Wing/Dunelizard): 30k
Stim B in crates: 409/33 in stock now!
Also see our BE vendors (pets, stims and vitality packs)

NancyJ
Thu Sep 16, 2004 1:08 pm
#6



EdieBauer wrote:
Ok, I think I have it. I appreciate everyone's time.
Let me see if I have it correct.
Let's say I make 100 +13 active biosensors.
Give them to a tailor who makes 100 synth cloths with +13 injury/wound.
The tailor makes a sunguard what takes 1synth clothin ones stack for +13 and2snyth clothin the second stack at +13.
So the final result is +26 injury/wound, but because of the cap it comes out to +25.
So the bottom line is that if I want to make something with +25 you have to have a schematic that takes 2 stacks ofsynth cloth.

Message Edited by EdieBauer on 09-16-2004 05:05 PM






Correct... excpet the tailor would only get 99 cloth out of your 100 tissues




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



EdieBauer
Thu Sep 16, 2004 1:13 pm
#7

Because he has to use 1 for his schematic?


So in my above example, it would take 3 synth cloths to make the sunguard, right?



_____________________________________________
Dr-Joel's Vendors: (-5099, 3035) Theed, Naboo
Grind Quality Chassis: Novice (Light Tier/Z-95/Syck): 10k -- Tier 1 (Tie/Y-Wing/Dunelizard): 30k
Stim B in crates: 409/33 in stock now!
Also see our BE vendors (pets, stims and vitality packs)

NancyJ
Thu Sep 16, 2004 1:17 pm
#8

Yes 1 is needed for the schematic and yes a sunguard would take 3 synthetic cloth




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Aleskander
Thu Sep 16, 2004 1:56 pm
#9

If he was running a factory run of sunguards:


you make 100 tissues.

Tailor uses 1 for synth cloth schematic=99

Tailor uses 2 for sunguard schematic=97

Does factory run=46 sunguards with 1 extra tissue



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NancyJ
Thu Sep 16, 2004 2:39 pm
#10

He would use 3 for the schematic the sunguard is a 1 and 2 iirc




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



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