Bio Engineer Archive
Thread: Researching -- A bit confused
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)
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.
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.
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.
Message Edited by EdieBauer on 09-16-2004 05:05 PM
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