Bio Engineer Archive
Thread: bio-armour
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polpitt
Wed May 19, 2004 10:54 am
#1
hi
wonder if someone can help me pls.
ive made some armour using some bio panels, the mods which were on used are not showing on the armour on final construction or when the armour is being worn.
is this a bug or something??
many thanx
milly
NancyJ
Wed May 19, 2004 11:31 am
#2
Nope, Bioenhancements are not meant to be added to armour - only clothing. Although armour and clothing use the same subcomponent cloth the BE enhancements do not work in armour - in otherwords you wasted a load of tissues
Talthazar
Wed May 19, 2004 11:33 am
#4
Sorry, Be Tissues do not work with armor, only clothing. There was a breif bug that allowed this to work, but it was quickly hotfixed.
Luxorblack
Wed May 19, 2004 3:23 pm
#5
Adding tissues to armor was a bad idea anyway. BE's have a huge role in Chef and Tailor economics, and we definately don't need a major part in -three- crafting professions.
Blu_Haze
Wed May 19, 2004 4:16 pm
#6
Huge role in economics....right....that's why 90% of serious chefs and tailors either have a BE alt or a BE friend that supplies them with schematics of the tissues they need practically for free letting them completely ignore the dedicated BEs that actually try to make and sell a product.
Sorry, I guess I've just been a little disgruntled with BE recently. Very frustrating spending hours upon hours of putting up with a broken DNA sampling system that either fails or agros every other sample attempt, just to waste it all during the crafting system with either a critical failure on the 3rd generation or overshooting the CL goal through blind experimentation. Then there's the requirement of almost all our tissues requiring meat that's so overpriced you're forced to go out and harvest your own, and even when you do get the resources together to make and sell the finished product no one wants to buy it because they can get it for practically free from a friend that picked up BE as a hologrinding profession. 
Seriously starting to consider dropping BE for a second combat profession. 
Luxorblack
Wed May 19, 2004 4:22 pm
#7
Blu_Haze wrote:
Huge role in economics....right....that's why 90% of serious chefs and tailors either have a BE alt or a BE friend that supplies them with schematics of the tissues they need practically for free letting them completely ignore the dedicated BEs that actually try to make and sell a product.
Sorry, I guess I've just been a little disgruntled with BE recently. Very frustrating spending hours upon hours of putting up with a broken DNA sampling system that either fails or agros every other sample attempt, just to waste it all during the crafting system with either a critical failure on the 3rd generation or overshooting the CL goal through blind experimentation. Then there's the requirement of almost all our tissues requiring meat that's so overpriced you're forced to go out and harvest your own, and even when you do get the resources together to make and sell the finished product no one wants to buy it because they can get it for practically free from a friend that picked up BE as a hologrinding profession.
Seriously starting to consider dropping BE for a second combat profession.
Hey, I agree 100% with you. These are problems that will hopefully start getting resolved now that the devs have a schedule set aside for their updates.
However, forcing another profession to rely on BE's in order to sell his/her product isn't going to fix the situation.
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