Bio Engineer Archive
Thread: Orske's Current Best Resources for Bio-Engineers
I have a tool I use for shipwrights, that I've recently made some BE data for, which I think is complete, but am unsure as I'm not a BE.
So check THIS LINK out.
let me know if you have questions! (and also suggestions for improvement, error correction...and all that jazz, but I think you'll like it)
Link to shipwright forums and 'official' thread:
Orske's Current Best Resources
As I came up with the data myself, some from SWGCraft, some from other areas, so it may be out of date, just point me in the right direction.
I also have Armorsmith, Architect, Chef, Weaponsmith, and a limited Artisan data set available for use.
So you know, it takes the current set of resources from SWGCraft for your server, compares them to your chosen crafting professions' schematics required resources and stats, and computes the current 'best' resource for you to use (hence the obvious name, heh).
The tool takes gates and caps into effect, so results will reflect how good the resource actually is regardless of stats displayed (like, conductivity on plumbum iron for weaponsmiths is very low, but compared to it's gate, it's not bad sometimes).
ther34p wrote:
Looks quite good. Next important thing to add are the doc components.
Aye, I kinda figured that'd be one of the first things said by ya'll
My current plan is DE next, then doc/medic/CM as I have time.
Perhaps though, I could whip up (quickly) a small doc section that would help out BE's....what parts (schematics) do you need? I could just add them in the BE menu tree.
Actually, you need to divorce your information sources from swgraft a bit. They still haven't updated the experimental percentages for BE tissues.
ALL BE tissues, chef and tailor, use Overall Quality 50%, Potential Energy 30%, Flavor 20%. I don't make Stims, so I can't help with that part very much.
And nutrition and filling tissues are also lumped together.
If there's a way I can help update this, please tell me.
mgehl wrote:Actually, you need to divorce your information sources from swgraft a bit. They still haven't updated the experimental percentages for BE tissues.
ALL BE tissues, chef and tailor, use Overall Quality 50%, Potential Energy 30%, Flavor 20%. I don't make Stims, so I can't help with that part very much.
And nutrition and filling tissues are also lumped together.
If there's a way I can help update this, please tell me.
Thank you very much for putting this together. I've bookmarked it, and it will be very useful.
Changing the expirimental qualities needed is easy, I just need you to be a bit more specific (not a bio-engineer, only did it for holo-grind then forgot it, heh). What sections under 'Tissue Component' require that change? --Or were you being specific already when you said 'all'? Just want to make certain before I make such a major change. (It's like a 2 minute fix when I do know, just a quick :%s/old/new/ heh)
There is a subtlety about Medical/BE crafting that may not be evident from your SW experience.
Many of our schematics use OQ & PE as the contributors to power, but only the organic components contribute to the PE. This shifts the calculations to weigh the PE of the organic more heavily.
Let me give an example. For Adv. Liquid Suspensions the schematic calls for Dant. Berries and Talus Water, with 66% OQ and 33% PE contributing to power. Since water has no PE, the calculation looks like:
Power = 0.66*(OQwater+OQberries)/2 + 0.33*(PEberries) = 0.33*(OQwater + OQberries + PEberries)
In actuality, the OQ and PE of berries count equally 33/33 (or 50/50), not 66/33 as stated in the formula. This should be considered when selecting your "best" resources.
For BE schematics I would recommend including all advanced components, Stim Ds, and all enhancers.
Yes, everything listed under "Tissue Component" uses Overall Quality 50%, Potential Energy 30%, Flavor 20%. Most of the corrections are noted in the comments for these items on swgcraft, but they haven't been transfered to the official data yet.
You might as well take the DNA and all the pets out - none of the schematics use any resource quality, and the DNA doesn't even use resources (just the DNA samples).
I'll make sure to check details of your schematics next time I log in. For example, Caloric Conversion Supplements currently call for Siliclastic ore. I don't remember what is correct, but I know it's an organic of some sort.
Now, I just have to find a way to get someone else on Valcyn to make regular test hunts so that your program reports current information, since I'm not in the mood to hunt down 10-20 creatures on each of 10? planets every week.
mgehl wrote:Yes, everything listed under "Tissue Component" uses Overall Quality 50%, Potential Energy 30%, Flavor 20%. Most of the corrections are noted in the comments for these items on swgcraft, but they haven't been transfered to the official data yet.
You might as well take the DNA and all the pets out - none of the schematics use any resource quality, and the DNA doesn't even use resources (just the DNA samples).
I'll make sure to check details of your schematics next time I log in. For example, Caloric Conversion Supplements currently call for Siliclastic ore. I don't remember what is correct, but I know it's an organic of some sort.
Now, I just have to find a way to get someone else on Valcyn to make regular test hunts so that your program reports current information, since I'm not in the mood to hunt down 10-20 creatures on each of 10? planets every week.
I'll make the change later tonight. Let me know if you find (for certain) anything that calls for the wrong resources, and I'll get that fixed right quick also.
MataHairy wrote:There is a subtlety about Medical/BE crafting that may not be evident from your SW experience.
Many of our schematics use OQ & PE as the contributors to power, but only the organic components contribute to the PE. This shifts the calculations to weigh the PE of the organic more heavily.
Let me give an example. For Adv. Liquid Suspensions the schematic calls for Dant. Berries and Talus Water, with 66% OQ and 33% PE contributing to power. Since water has no PE, the calculation looks like:
Power = 0.66*(OQwater+OQberries)/2 + 0.33*(PEberries) = 0.33*(OQwater + OQberries + PEberries)
In actuality, the OQ and PE of berries count equally 33/33 (or 50/50), not 66/33 as stated in the formula. This should be considered when selecting your "best" resources.
For BE schematics I would recommend including all advanced components, Stim Ds, and all enhancers.
Nope, it works as it should (like you listed). As water (in your example) does not have a PE value, it is not used in the final calculation of PE -- I can explain more later, just wanted to let you know that it works like it should
-orske
EDIT: now that i have more time to write out an explanation, here it goes:
in the case above, where water does not have PE: when the tool reaches PE on water, it notices water has PE of 0 (my given scale), and during the multiplication against the 33%, if the end result is zero, then the results are 'thrown out', and the base modifier is changed to reflect that. In this case, the base modifier starts with 100% spread evenly across all required stats (PE in this case, given out to two, 50% each). When calculating the 'best' value, it only takes resources to compute that hit greater than zero in the previous calculation, so water gets thrown out, and 100% is taken towards the berries. Basically, meaning the berries get a full 33% calc instead of 17.5% calc.
this step above was one of the first bugs I had to work out (if I remember correctly), and since then, I don't think there have been any errors to the calculation. feel free to check it though, as further verification is always nice, as I want to make certain it's working correctly for you all. (there have been other small bugs -- mostly due to gated resources -- to 'best' stats, but those should all be worked out also)
Message Edited by SandLizard on 09-27-2005 07:51 PM
mgehl wrote:Yes, everything listed under "Tissue Component" uses Overall Quality 50%, Potential Energy 30%, Flavor 20%. Most of the corrections are noted in the comments for these items on swgcraft, but they haven't been transfered to the official data yet.
You might as well take the DNA and all the pets out - none of the schematics use any resource quality, and the DNA doesn't even use resources (just the DNA samples).
I'll make sure to check details of your schematics next time I log in. For example, Caloric Conversion Supplements currently call for Siliclastic ore. I don't remember what is correct, but I know it's an organic of some sort.
Now, I just have to find a way to get someone else on Valcyn to make regular test hunts so that your program reports current information, since I'm not in the mood to hunt down 10-20 creatures on each of 10? planets every week.
I've created a 'new' prof listed in main menu called 'bio engineer revised' (yes, I'm *that* obvious). I've removed all the schematics that don't require stats. Also, I've updated the 'Tissue Component' section with data for oq 50, pe 30, and fl 20 for all required resources.
Let me know how it works out. I don't have the data for doc in front of me at this moment, so that might have to wait until later this week. I'll probably just add Doctor in full as a crafting prof, but for a quick update, i'll add in doc components to BE as you need them (right?).
If anyone could, list the schematics from Doc/Medic that you would like to see listed for BE, so i know which ones to add.
Message Edited by mgehl on 09-27-2005 11:43 PM
SWGCraft does need to be updated with the new BE medical schematics as well as the proper resource values, especially since it's fixed in the crafting window now
Another feature if I may suggest is a way to limit resource types. You may not have this problem in the SW world, but a lot of the creature resources aren't feasible to be used for mass production; namely fish meat and mollusk in additives. You would have to show them where they're still required however (Crystalline Circuitry for instance).