Bio Engineer Archive
Thread: Bio-Engineering FAQ v0.2
Bio-Engineer FAQ v0.2
The purpose of this FAQ is to answer many of the questions that are frequently asked about the BE profession (doh!). Most of this information here is
taken directly from the BE forum and from the most popular BE websites: Bio Engineering 101
and GASP Bio-Engineering Sub-Site. Both are great sites with all the
ingredients listed in tables for all BE products. The GASP BE site also has a quick guide and coordinates of all the BE trainers.
Please read through and provide feedback.
Lets Get Started!
Q: Where in this FAQ is the answer to my question?
This FAQ is separated into sections:
-General Questions
-General Clone Questions
-General Tissue Questions
-General Pet Med Questions
-Novice BE Questions
. . .
General Questions
Q: What does a BE do exactly?
A BE creates Creature Clones, Tissues, and Pet Meds.
Q: What does it take to become a BE?
Novice BE requires Organic Chemistry from Medic, Creature Knowledge from Scout, and 10k additional Medicine Crafting experience.
Q: What is the profession in a like?
In a nutshell, the BE profession involves heavy crafting but can also involve heavy adventuring for those who seek out the best DNA. It can be lucrative but it's still buggy.
Q: My holocron told me to master BE. How can I do this quickly?
Three of the BE lines use what's called BE exp. For this make a crafting macro for Micronutrient Supplement, a tissue given at Novice BE, and grind out around 5000 of them (about 80k meat and about 200k grain). The other line requires DNA sampling exp. There are several methods commonly suggested to master this line, but you basically want to sample DNA from the highest lvl creature you can get samples from for the best exp.
General Clone Questions
Q: What is a BE creature clone?
BE clones are essentially deeds for creatures that can be tamed by anyone with the proper skills, much like droid deeds (barring those that are currently broken).
Q: Can non-CH tame Creature Clones if they have no CH skills?
Yes! Creature clones within non-CH limits (CL 15 now, CL 10 later on) are tameable by anyone.
Q: I did this, but it wont do anything I tell it to... Is it broken?
No, it just doesnt know ny commands because nobody has trained it. Take it to a friendly CH for training - non-CH clones do not need to know the transfer command to be traded.
Q: Can a BE make me a Cowardly Gurreck, Rock Beetle, Graul Mauler?
No, a BE can only make the clones that he has schematics for, given to him through the leftmost skill line called Clone Engineering.
Q: Ok, so what creatures can BE make?
A Master BE can make 27 creatures that work properly: Bearded Jax, Eopie, Kaadu, Dewback, Gualama, Kahmurra, Krahbu, Carrion Spat, Choku, Gurrcat, Pugoriss, Kusak, Zucca Boar, Bantha, Bolma, Brackaset, Falumpaset, Ronto, Angler, Dalyrake, Guf Drolg, Gurreck, Narglatch, Razor Cat, Torton, Rancor, and Veermok.
There are also 7 broken clones that cannot be tamed at all, giving an incorrect message when trying to tame.
Q: Which clones are broken?
Blurrg, Tybis, Bol, Bolle Bol, Snorbal, Kimogila and Fambaa.
Q: What the heck are any of these creatures? I've never heard of any of them!
You can find pictures and stats of all BE creatures at the websites listed above.
Q: Will you ever be able to make more than that?
The last time the BE developer contacted the community he said that he had more than doubled the amount of creatures on the clone list, however the new clones have not made it to the Text Center yet.
Q: What exactly can you do to make the clones better than wild versions of the animals?
We can alter 5 “profiles” – Physique (health pool), Prowess (action pool), Mental (mind pool and chance to hit). Psychological (still unknown), Aggression (damage and attack speed).
Note: there are several theories about what the Psyche profile does (courage and dependability?), but nobody has been able to prove or disprove any of them.
Q: How much better are we talking here?
A Master using good DNA and placing it properly with decent resources can routinely get a 10-15% increase over wild versions HAM and chance to hit.
Q: What about damage?
This is a tricky subject. The answer is: yes clones can be made with higher damage, but it is at the cost of speed, so clones of the same type all do the same damage-per-second as each other as well as wild versions. That being said, damage can be increased up to 25% higher than wild versions.
Q: That sounds reasonable. Why do BE’s complain that their clones are weaker than wild animals?
Because there are always better creatures that can be tamed in the wild at any given CL.
Q: Is there anything coming up that will change BE clones?
Yes, a lot. BE’s will have the ability to drastically change the stats of all their clones and the CL and physical size of their creatures will no longer be set, but it will be based on the stats. This means that a BE will be able to make weaker versions of strong pets and stronger versions of weak pets. BE’s will also gain the ability to give any creature armor and special attacks as well as alter their color.
Q: Cool! When?
No idea. It was supposed to be this publish , but it hasn't been mentioned yet.
General Tissue Questions
Q: Ok, enough about clones, tell me about tissues!
There are two types of tissues: tissues for food and tissues for clothes.
Q: What's the difference?
Food Tissues can enhance the duration and effect of foods when a chef uses them in the food crafting process. Similarly, Clothing Tissues can enhance the skills of the wearer of the clothing when a tailor uses them in the clothing crafting process.
Q: Why don't I see enhanced foods everywhere?
1) There are few chefs
2) Several require obscure resources that are very hard to collect in any amount.
2) Food Tissues often take as much, if not more, resources than the foods themselves for only a fractional increase in effect, so the cost the chef would have to charge for the food does not balance the cost of the Food Tissues.
Find info about specific food tissues at the websites listed above.
Q: What are Clothing Tissues?
Clothing Tissues are components that BE’s make that can be used in the creation of clothing.
Q: How does this work?
Well, many clothes require components called “Synthetic Cloth” and “Reinforced Fiberplast Panel” to make. BE Clothing Tissues can be used as an optional component in the making of those clothing components (did you get that?).
Q: So I can't put a BE tissue into a clothing socket?
Sorry, no. BE tissues are different from skill tapes.
Q: Which tissues can be used in what clothes?
Each tissue will only work in one of the two components – SC (“casual wear”) or RFP (“field wear”) as labeled on the tissues description. Certain clothes use certain amounts of one or the other component and some even use both.
Q: How many tissue enhancements can be fitted into one outfit?
Currently, multiple enhancements from two components of the same type (both SC or both RFP) will not stack on the same item of clothing yet (this is supposedly being fixed also), but everything else stacks properly (between items of clothing or on one item of clothing with an enhanced SC and an enhanced RFP). The total bonus for any one skill mod granted by tissue enhancement is +25.
Q: You're a dirty liar! My friend has enhanced clothes and his skills are showing a +58 bonus!
Sorry, the cap is +25. There is a display bug that makes it look like you are getting more, but according to the Dev's, you aren't.
Q: Enough with the technical stuff, I want to know what Clothing Tissue can do for me!
There are 8 different classes of Clothing Tissues each with a higher level and a lower level version. The 8 classes are: intimadation/warcry, injury treatment/wound treatment, bleed defense, stun defense/melee defense, cover, maskcent/camoflauge, taming wild creatures/taming viscious creatures, and dancer/musician wound healing. The higher versions in each class enhance the same skill mods, but they enhance for a greater amount each. Several tissues cannot be currently made in bulk because they also require rare and obscure resources. A complete list of all the tissues and their purposes can be found at the websites listed above.
General Pet Med Questions
Q: What Pet Meds can a BE make?
There are 2 types of pet meds: Pet Stimpack and Pet Vitality Medpack.
Q: What is special about Pet Stimpacks?
Well, not only do they not require medicine use (i.e. anyone can use them regardless of medic skills) but they also heal the mind pool, which normal stimpacks, or “people stims,” cannot do. Pet Stims also run on a seperate timer than people stims, meaning that you can heal with both at the same time.
Q: Why is it that the highest level Pet Stim I can find is Pet Stim C’s?
Simply because D’s require fish which is very hard to collect in any amount, especially with good quality..
Q: What do Pet Vitality Medpacks do?
Pet Vitality Medpacks do not heal wounds. There is a fourth stat on creature pets called “Vitality” that is a condition stat and is lowered by a certain amount every time a pet is incapacitated by an enemy that normally deathblows. When this stat reaches below 75 the creature suffers a 25% reduction from its fully grown healthy HAM, when it reaches below 50 it is increased to a 50% reduction, and below 25 vitality is a 75% reduction from adult healthy HAM.
Pet Vitality Medpacks work like repair kits for armor and weapons by refilling the vitality of the pet at some cost to the maximum vitality. Using higher grade vitality packs results in a lower reduxtion of a pet's max vitality.
Novice BE Questions
Q: How do I make creatures?
Creature schematics all have 3 slots: Creature Food, Flora Food, and a DNA Template.
Q: What the heck is "creature food"?
Meat! I think eggs and milk technically count also, but dont waste those in a creature.
Q: Ok, so I guess flora food is wheat, beans, anything that sounds edible?
Yes! Berries, flowers, rice, stuff like that.
Q: Whats a DNA Template?
A DNA Template is a component that every creature requires. They all look exactly the same except for their names ("Kimogila DNA Template," ect.) and each take 5 DNA samples.
Q: How do I sample DNA? I didnt get a button for it!
The command is /sampledna. You can make a macro for it and put it on your toolbar for easy access.
Q: I made the button... now what?
You have to be within 15m of your target and hit your /sampledna macro. Your target must be a creature, must not be in combat, and not leave your 15m range before the process is completed.
Q: I made my first creature! What do I do with it?
Sell it, tame it, drop it in your house, or sample it for more DNA via the radial menu.
END
Thats all folks. I know it's still very incomplete, but I do like to spend some time playing the game.
Again, post your suggestions/left-out-questions here because, as you can see, I tried to use every
suggestion that was given to me (some parts I havent touched yet) and it may be the last time you have to type it - you will be able to say "read the FAQ." Thanks to everyone who gave imput already (especially Lok) - please dont stop. Specific things to give feedback on:
Are the sections effective/Is it easy to find certain questions?
How should I separate/distribute the "Novice Questions" section (when I add more questions, that is)?
Is this color scheme better?/Is it easy to read?
Of course, what questions would you like to see in here?
Thanks!
i accidentally titled the thread "Bio-Engineering..."
makes it sound like its mostly about how to be a BE than just a general FAQ. can you edit posts tal?
ive been working on this fora few hours and decided it was at a point where i could present it here. its 8:14 am and i still havent gotten to sleep yet, so ignore spelling (i dont think its too bad).
goodnight!
Q: I did this, but it wont do anything I tell it to... Is it broken?
No, it just doesnt know ny commands because nobody has trained it. Take it to a friendly CH for training - non-CH clones do not need to know the transfer command to be traded.
should be:
Q: I'm a non-CH andI tamed a BE Creature Clone, but it won't do anythingI tell it to....
also: i forgot to specify that DNA templates take ANY creature's DNA, not just the one the template is for.
We also get a lot of newbie questions about not being able to see all of the schematics.
Why can't I make a dewback?
Don't forget to mention the difference betweena general crafting tool, a food&chem, and the difference between public and private crafting stations. I remember we get a lot of questions about that.
Also about how people can't find all of their schematics because the bar in the crafting tool doesn't scroll over. (Has this been fixed? I haven't seen as many of these questions as I used to, so maybe it has been.)
i dont know whats up with the links. ive used links here many times.
its got to do with the characters the forums uses for quotation marks whensubmitting the post... ill figure it out.
its justlike i thought.
the forum is putting a " instead of a "
ill just leave the quotes out. ![]()
Not my work. This is from Zephreus. Hard data with proofs included. Doesn't get any better than this. Vitality Packs: Fact and Fiction
By Kiso of Starsider
Version 1
Note: This is both a basic and an advanced guide. If you know the basics, skip to section 6. I have tried to proofread this to avoid any fiction on my part, in the form of typos or bad info... if you see any please let me know. I know the title sounds kind of cheesy, but I see an awful lot of false info about this subject (thus the name).
Contents:
1. What is "vitality"?
2. What is a vitality pack?
3. How do I use a vitality pack?
4. What do vitality packs do?
5. How do vitality packs work?
6. So what vitality pack should I use, and when?
7. General Q&A
8. Bio-Engineer Q&A
9. About this guide [collection methods]
10. Raw Vitality data
1. What is "vitality"?
All creature pets have a stat on them called "vitality." You can see this by examining their info in the datapad; a new pet will have 100/100. When a pet is incapacitated, it may receive a deathblow (depending on what you are fighting) - when it does, it will lose 2 points of vitality. So, for instance, the first death a pet suffers will change the vitality reading to 98/100, then 96/100, and so forth.
Why is this important?
When the vitality reaches 75, the pet will suffer a reduction of 25% of its max HAM, leaving it with 75% of its regular life. At 50, a 50% reduction is applied, and at 25, a 75% reduction is applied. A creature pet cannot be permanently slain and can survive with 0 vitality; however, a pet with 25% of its standard HAM is generally far from formidable (i.e. on a 10K creature, it would have 2.5K).
2. What is a vitality pack?
Vitality packs are made by Bio-Engineers, in the tissues tree. There are three types of vitality packs - A, B, and C. The power ranges from low (A) to high (C), although there is some overlap. The power has a direct influence on their restorative powers.
3. How do I use a vitality pack?
There are two ways to do this: activating the "Use Vitality Pack" option by selecting your pet in the datapad, and by targeting your called pet and double-clicking the vitality pack in your inventory. Both methods work; however, if you have multiple vitality packs of varying strengths in your inventory, you should probably use the second method (or the game will choose for you).
4. What do vitality packs do?
The only purpose of a vitality pack is to restore lost vitality, though some vitality will be permanently lost as a result. Depending on how much vitality your pet has lost and the strength of the vitality pack you are using, you may see anywhere from 1 to 20 points of permanent vitality lost. For example, let’s say your pet is at 92/100 vitality - you purchase and apply a 13+ vitality pack A. Your pet should then have 99/99 vitality, a gain of 7 vitality - but also a permanent loss of 1 overall vitality.
5. How do vitality packs work?
There are a number of common misconceptions about vitality packs, such as "you will only lose 1 point as long as the pack’s strength is the same or higher than the current vitality lost," "1 point of permanent loss per 10 points of current vitality loss," and "if you use a strong enough vitality pack you can avoid any permanent loss."
I do not have an equation for you (although if anyone can work one out from my data, let me know and I will add it), but what I can provide for you is a guideline for minimizing permanent vitality loss for common ranges.
6. So what type of vitality pack should I use, and when?
Overall, the most efficient means is to use vitality packs sparingly, and to use the most powerful range you can afford or find. You may or may not have an easy time acquiring the more advanced vitality packs - your best bet is to contact some of the more active bio-engineers on your server. Many do not stock the higher end vitality packs. The lower end of these ranges is fairly easily obtainable with mediocre components (~40-60% experimentation).
Here are the optimal ranges I have found for A, B, and C packs; this information is not guaranteed to be accurate, although I have yet to produce a contradiction. If you find one, I would like to hear about it.
13-38pt Vitality Pack (A or a low quality B):
Up to 8 lost vitality points restored with minimal loss*
50-70pt Vitality Pack (mid to high B or a low-mid quality C):
Up to 18 lost vitality points restored with minimal loss*
75-100pt Vitality Pack (mid to high C):
Up to 28 lost vitality points restored with minimal loss*
*The max ranges listed above are the most you can heal with that type of vitpack before you begin losing 2 or 3 vitality (or more). So, for instance, if you use a vitpack C at 72/100 vitality, your pet should have 99/99 afterward. However, at 70/100 (30 loss), the vitpack will only restore it to 98/98. It is also important to note that there is no noticeable difference in loss over these ranges - a 13pt A will be just as effective as a 38pt A in this range.**
**I do not have the resources to produce beyond a 65pt B or 92pt C, so the 70 and 100 maximum ranges are speculative. It is possible (though unlikely) that they may have a slight increase over the listed range.
7. General Q&A
Q: Does the type of vitality pack matter?
A: No, it does not - a 38 strength B will restore the same amount as a 38 strength A. However, each type of pack has a limit to how high (and low) it can go in strength. For instance, a top-notch vitality pack A maxes out at around 38 strength, while a mediocre B can be 45-50 or more.
Q: Does the power really matter?
A: Yes! You may not have an improvement if you are using them under certain circumstances, such as 8 or less missing vitality, but stronger vitality packs are generally better. See the section above or the raw data for more info.
Q: Does it matter what type of pet I am using it on?
A: No, I tested several points with full-grown CL30+ pets versus baby jax and anglers, and had identical results.
Q: Will my pet lose more vitality if his max is lower (i.e. 82/90)?
A: No, the only important factors are the current amount lost, and the strength of the pack you are intending to use. See the raw data for more info on this.
Q: What happens when I use a vitality pack that is lower than my pet’s current lost vitality?
A: Your pet will be fully restored to a new permanent vitality, but the penalty for this tends to be quite high (up to ~20 pts). See the raw data for some examples.
Q: My pet lost 50 vitality. Can I use two vitality packs, one after the other, to heal him?
A: No. The first pack you use will do the job, even if the pack is not strong enough, but you will suffer additional vitality loss.
Q: Is there any randomness in the amount lost?
A: It’s possible, but I have not seen any in my testing. I consider it unlikely.
Q: Can I use a vitality pack on a droid?
A: Apparently, you can do this, due to the fact that droids have a vitality stat now as well. I have not personally tried this, but I have been told that it works. Same rules should apply to droids as they do to creatures.
Q: I’ve heard you can avoid permanent vitality loss if you use a good enough vitpack, is this true?
A: No, I have tried to reproduce this and failed multiple times (including using a 92 strength C with only 2 points of loss), so I would dismiss this as a rumor.
Q: Can I use a vitality pack more than once?
A: No, all vitality packs are one use only.
Q: What should I do if my pet loses a LOT of vitality (30+)?
A: My suggestion would be to get the highest vitality pack you can find. Once you go beyond the ideal range for vitality packs, the permanent loss scales upward in a nonlinear fashion, and can get very large if you exceed the power of the vitpack. See the raw data for more info.
8. Bio-Engineer Q&A
Q: How do I make a vitality pack?
A: You will need a food & chemical crafting tool, the proper ingredients, and at least Novice Bio-Engineer with Tissues I (for Vitality A). You MUST also be near a private crafting station (or personal medical crafting droid) for the schematic to show up in the list. Vitality Packs are in the Tissues tab under Pharmaceutical (you may need to use the arrows to get to the Tissues tab).
Q: What kinds of Vitality packs can I make?
A: There are three types of vitality packs: A, B, and C (in order of strength).
A - Tissue Engineering I - 20 organic, 18 inorganic, 1 liquid suspension, 1 biological effect controller
B - Tissue Engineering III - 28 berries, 22 Known reactive gas, 2 identical liquid suspension (made by a factory, and with identical serial #s), 1 biological effect controller
C - Master Bio-Engineer - 32 Endorian flower fruit, 24 Unknown radioactive, 3 identical liquid suspension (made by a factory, and with identical serial #s), 1 biological effect controller
Q: Why can I only experiment up to xx%?
A: The extent to which you can experiment on vitality packs depends very heavily upon the resources you put into it (like most crafted items). In the case of vitality packs, the resources are weighted based on Overall Quality(66%) and Potential Energy(33%), so look for good stats in those two categories if you are seeking good vitality packs. Note that unlike stimpacks, the liquid suspension and bio-controller currently have no impact on the end product, so you do not need to focus on them.
Q: Can you use advanced liquid suspension (ALS) and biological effect controllers (ABEC)? Do they make my vitality packs stronger?
A: ALS and ABEC will work, but they currently offer no advantage. This is because the LS and BEC components have no effect on the strength of vitality packs; they are only required as components. This provides you with the option of making vitality packs more cheaply by using regular components; however, it may be changed at a later point.
Q: What is known reactive gas?
A: Known reactive gas can be surveyed using a gas survey tool - the only gas usable for vitality pack B’s is anything in the category "Known Reactive Gas." Be careful to avoid Unknown reactive gas and Inert Gas of any type, these will not work. Reactive gas is fairly common and not tied to any one planet (it shifts around), so if you can’t find some, try some other planets. They are gathered with the standard gas harvesters.
Q: Help! I can’t find unknown radioactives!
A: You can survey radioactives with a mineral survey tool. Unknown radioactives are an uncommon resource - do not mistake them for the much more common Known radioactives which will not work. Like gas, they vary from planet to planet, so you may need to do some searching to find some. Often, none will be available at the time, and you will simply have to wait & keep an eye out. Radioactives can be gathered with a mineral harvester or a fusion generator - generators are more expensive, but much more efficient and cheaper (13-16+kg per hour w/maintenance cost, 0 power needed) than mineral harvesters (7-10+kg per hour w/power and maintenance cost).
Q: Can I make vitality packs in a factory?
A: Yes, you will need a food and chemical factory to do so. At the second to last step in creation, select manufacturing schematic (rather than create prototype), and then insert it into your factory using the radial menu*. Put the ingredients in the input hopper, add the power and maintenance as necessary, and start it up.
*If the schematic does not come up in the list when you access the factory, you will probably need to redeed the factory (this occurs when it was placed before the large October patch).
Q: My factory won't take my schematic!
A: First, make sure you have a food and chemical factory. Second, you cannot currently use schematics involving DNA or clones. Third, if neither of those is the problem, you probably need to re-deed your factory (see the * in the previous question).
Q: So how do I run a lot of vitality packs at once?
A: First you must factory produce some liquid suspension (LS) and biological effect controllers (BEC), so the serial numbers on them are identical. Next, make a schematic with those ingredients, and run your vitality pack schematic with all of your ingredients (including enough LS and BEC for the amt. of vitality packs you desire). Keep in mind that vit B take 2 LS, and vit C take 3 LS, so with 1,000 identical LS, you will be able to produce no more than 499 vit B or 332 vit C in any single production run (you lose at least one to make the schematic).
Q: What should I charge for vitality packs?
A: This is something you will have to figure out for yourself - look at your costs and the ingredient availability and go from there. Ask other BEs on your server what they charge, or see what your customers are willing to pay. If you absolutely must have something to compare, my general scale is 1k for A, 2k for B, 3k for C, though it varies a bit.
9. About this guide [or "How did you get this information?"]
Unfortunately, there is no easy way to gather this data, which is probably why it is hard to find any solid information on vitality packs. This left me with no choice but to do things the hard way, sacrificing pets for the sake of science.
So yes, many animals were harmed in the making of this guide. Specifically, 13 pets suffered a combined 862 deaths to produce the data, upon which this guide is based on. If SWG had an organization akin to PETA, they would be horrified .
Most were helpless, innocent baby jax, although there were a number of baby anglers and some grown pets in the mix. I would like to thank the huurtons of Dantooine for assisting with a huge portion of my tests, as well as many of the denizens of Endor.
Before you ask, no, I do not treat my pets like I did these guys . Although I must admit I am guilty of abusing my poor Kliknik for a couple tests, to ensure HAM was not a factor.
Why did I make this guide?
Well, mainly because I enjoy figuring things out, and this was a puzzle I have not seen solved. I am posting it here because there is not much point to gaining knowledge unless it is shared . The lack of solid information, as well as numerous erroneous facts and theories I have seen, many of them by knowledgeable CH and BE, convinced me that some concrete tests were needed. Originally, I was just going to provide my data and conclusions, but I decided to incorporate it into a guide encompassing all aspects of vitality packs.
10. Raw Vitality Data (63 total)
Due to the formatting and restrictions on this board, I am not going to try and post the raw data here (tried and it was not turning out well). However, you can view it as either HTML or an Excel spreadsheet at:
http://filebox.vt.edu/users/jebradf1/swg/vitdata.htm
http://filebox.vt.edu/users/jebradf1/swg/vitdata.xls
Both files are ~25kb, a very quick download. The spreadsheet is a lot more readable, but you will need Microsoft Excel to view it.
S0F wrote:
Q: Which clones are broken?
Blurrg, Tybis, Bol, Bolle Bol, Snorbal, Kimogila and Fambaa.
I'm sure this has been posted somewhere but I don't want to sift though the thousands of post on a slow forum day. When will this be fixed and why were they broken?
I have to say... I just came to this particular profession board for the first time just to understand the difference between CH pets and BE pets so I read this FAQ.
This is an AWESOME FAQ. Great work and extremely informative!
S0F wrote:
There are also 7 broken clones that cannot be tamed at all, giving an incorrect message when trying to tame.
Q: Which clones are broken?
Blurrg, Tybis, Bol, Bolle Bol, Snorbal, Kimogila and Fambaa.
Same question as asked a couple of messages ago: Are there any plans to have these creatures fixed and will the fix affect already created clones in people's inventories allowing them to finally tame these creatures??
T'ruk'ala Rossk
Master Creature Handler on Scylla server