Bio Engineer Archive

Thread: Tissue Experimental Percentages

MuttonJedi
Tue May 11, 2004 3:24 pm
#1

Hello, I have been working on an additive calculator to predict what nutritional additives I can make with different resources, and I have found the listed experimental percentages just don't work. The formula actually used by the game appears to be:

20% FL + 30% PE + 50% OQ

This formula works well for the nutrition additives, but I've tried a few others and it seems to apply to all tissues, including the clothing ones. If you want to try it out, I put my calculator spreadsheet up at http://www.geocities.com/muttonjedi/main.html

Sorry if this has been posted before - I haven't seen it anywhere, but I don't read this forum often either.


Mutton
ArthurDentOnBria
Tue May 11, 2004 3:31 pm
#2

Hmm, that's an interesting project, and one I haven't seen here before. So you are saying that the listed "33/33/33" isn't in fact accurate? Interesting, I'll have to check this out.


Question: when you are making these tissues are you using meat/flora that all have all three attributes? If not this may be scewing the results a bit.





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
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


MuttonJedi
Tue May 11, 2004 5:51 pm
#3

Yes, I was using the same resource in both the flora and organic slots when I ran into this.

Here are a couple of the resources that I was having trouble with (for separate additives):

Wiasla Fungus: 1000 FL, 803 PE, 922 OQ
Figmo Rice: 674 FL, 979 PE, 987 OQ

The Wiasla has a higher average for the three stats, but depending on the meat used the Figmo often gives a higher value additive.


Mutton
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