Bio Engineer Archive

Thread: Tailor tissue stacking now fixed (?)

Scorus
Mon Feb 02, 2004 8:16 am
#1

As of not too long ago, you had to use two different items of clothing if you wanted to stack two of the same kind of tissue. So to get the +25 Mask Scent from two Scent Neutralizers, for instance, you had to have a tailor put those two Neuts into two different articles of clothing.

That seems to be fixed now. A guy who was buying two tissues corrected me when I told him that they needed to be put in two different pieces of clothing and showed me a Wookie Hood he had just had made with +25 Treatments. I contacted his tailor and she confirmed that this problem had been fixed in a recent patch.

Does anyone know how this works now? If the schematic calls for two pieces from the same crate, will those two stack? If it calls for two from a crate and one non-crated, will all three stack?



Scorus
Vife
Mon Feb 02, 2004 9:01 am
#2

last I knew, factory components do not stack. Any item that has more than one slot that dosen't need factory components will stack. A lot of the wookie items don't need factory components in their slots.
NancyJ
Mon Feb 02, 2004 9:02 am
#3

Crated tissues do not stack unfortunately, however a single with 2 from a crate with give the effect of 2 of the tissues.




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PhAtAzNfLiPfLy
Mon Feb 02, 2004 10:00 am
#4

the hood probably used 2 cloths where you could add say a +16 sent neutralization and one +9 sent camo tissue making +25 bio clothing








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Akelan
Tue Feb 03, 2004 1:09 am
#5

Any item that uses two DIFFERENT synthetic cloths can be made with one of the higher level and one of the lower level tissues. If the cloths require identicals, this will not work, but there are quite a few that can be made with the two tissue combinations.

The "Striped slacks" are a common item for the higher healing bonus in my experience, they are quite often +25 healing from the tailors on the two servers I am on most.

So apparently Identical or Similar tissues do not stack, but dissimilar ones (Scent Neutralization/Scent Camo, or Active Biosensors/Passive Biosensors) can be used to "stack" their effects.

LLan
mmaughme
Tue Feb 03, 2004 1:17 am
#6

Only a handful of messages here, and they conflict with one another. Try experimenting and see what happens.


This morning I made an item with +25/+25 Injury/Wound Treatment by placing two +14/+14 Active Biosensors cloths in it. Individual items will stack. I haven't tried using identical crated cloths yet, so I don't know if they stack -- frankly, I suspect they won't.


However, it's also a waste to include two tissues like that in the same item. Definitely adding a high-level and a low-level tissue is more efficient, given the item will cap at 25 anyway.




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ArthurDentOnBria
Tue Feb 03, 2004 1:40 am
#7

This is a pretty simple issue actually. Some schematics have multiple "slots" for synthetic cloth. Here is an example:


Fighter flightsuit

slot 1: 2 identical synthetic cloth

slot 2: 4 identical synthetic cloth

slot 3: 2 identical RFP

slot 4: 80 polymer

slot 5: 3 identical metal fasteners


if you put 2 +12 cloths into slot 1, and un-modded cloths into slot 2. The result is +12. Bonuses to *not* stack within a single slot.


if you put 2 +12 cloths into slot 1 AND 4 +12 cloths into slot 2, the result is +24. Bonuses *do* stack between different slots.


This is the way it has worked since I think early December. Nothing has changed.


Also, there are *no* clothing items that have multiple slots of RFP in them, so getting +25 mask scent in a single item of clothing is not possible. Again, nothing has changed there.



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
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