Bio Engineer Archive
Thread: Problems with BE recipes that need to be addressed
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=930741
The affected BE schematics are:
RECIPES WHERE NONE OF THE INGREDIENTS PROVIDE THE REQUIRED PROPERTY:
ALL Bio-engineer Creatures- Nothing has UT
Passive Tranquilizers- Milk can't be found; Bone gives neither Flavor or PE
Macrosodial Tetramite- Milk can't be found
Active Tranquilizers- Milk can't be found; Bone gives neither Flavor or PE
Macrosodial Pentamate- Milk can't be found
RECIPES WHERE AT LEAST ONE INGREDIENT DOES NOT PROVIDE THE REQUIRED PROPERTY:
MANY Medic/Doctor/BE meds (including BECs/Stims/Pet Stims/Woundpacks/ Enhances)- nothing gives BOTH UT and PE, only one or the other
Myoflex- Flora Structural and Scaley Hide do not give Flavor or PE
Devaronian Alipedene- Floral Structural does not give Flavor or PE
Passive Biosensors- Flora Structural does not give Flavor or PE
Scent Camouflage- Flora Structural does not give Flavor or PE
Visual Camouflage- Flora Structural does not give Flavor or PE
Pet Stimpack-B- Fiberplast does not give PE; Fungus does not give UT
Toughened Fibers- Bone and Hide do not give Flavor or PE
Personaphene- Creature Structural does not give Flavor or PE
Enhanced Myoflex- Flora Structural and Scaley Hide do not give Flavor or PE
Coagulant Agents- Bones do not give Flavor or PE
Active Biosensors- Flora Structural does not give Flavor or PE
Scent Neutralization- Flora Structural and Avian Bones do not give Flavor or PE
Tensile Resistance- Bone and Hide do not give Flavor or PE
Refined Alipidene- Flora Structural does not give Flavor or PE
The fact certain materials lack certain stats are indeed by design, sometimes you'll find some components have a material for each stat. As for milk... one stack of debris on Talus which has a habit of spawning animal resouces giving youa 1/8 chance of it being milk and 2/8 that it'll be handy for bio-eng rarishproducts isn't what I'd call available. It's a mistake which we happen to find handy.
Basically if there is 1 material with the attribute, that attrubute will be averaged with itself when another materail has no attruibute.
If both, all 3, all 11 materials, have the arribute, all will be averaged.
if no materials have the attribute, it will be a 0 for all (base value).
Nobody is quite sure what happens, if ther are 3 materials 2 with, and 1 without tge attribute.... but the results are higher then if it were a zero (theory has it the existing numbers are averaged, and the missiong one is ignored.
If these became zeros, a whole lot of crafting would go right in the toilet. SO a serious look needs to be had at the whole crafting system
-T
Thanks Traigus! That moved my educated guess up to verified theory
.
/sigh
He cross posted this to the swg forums as well, so I won't bother replying except to say that this is not a bug, it works as intended.
If a required quality is not there then it is ignored in the final quality equation thus giving you better chances at higher quality results.
Play with it. learn it, love it.
The missing attributes are supposed to be zero (we have dev confirm on that).
Crafting needs to be looked at.
What he is wrong (or misleading about) is that this is currently on TC. All crafting changes are on hold until all of te schematics can be checked for "impossible" requirements... meaning mandatory materials that can never fulfill the attribute requitrements.
So, if the Schematic requires OQ,PE and UT, then their either has to be at least 1 resource with all 3 that can go into any particular slot, or the schematics have to be changed to make the zeros go away.
Crafting ignoring missing attributes is bad... because a material with no attribute is actualy better then a material with an attribute.
material 1 material 2 value in tool
300 300 300
100 300 200
nothing 300 300
Should be
0 300 150
-T