Chef Archive
Thread: Tissues?
I have seen folks mentioning things like Krayt Tissues, being used to make weapons.
Can someone fill me in on this, are these tissues created by bio-engineers? Do they go in the optional enhancement slot, or how are they added to the build of the weapon?
Further what other tissues and animal drops are out there that can be used in weapon smithing?
Thanks,
Cul
Anyone know the name of the Kyrat Tissue, or is it just that 'Kyrat Tissue' ?
Thanks again.
Cul
sciguyCO wrote:
Hmm, I should probably expand that section, giving some details about what are available.
Ok, go to the bottom of the food chart linked in the "read this" sticky, that has a list of all the tissues that are used in food additives. That's organized by size, then by effect. There are 12 food tissues total:three size categories, and each category has a tissue that effects one of our four experimentation categories.
The additives that we make take a "tissue" (or "supplement" or "additive", the terminology is fuzzy) from the BE of the appropriate size (light, medium, or heavy). The additive inherits the bonus directly from the tissue, no experimentation is done (so use cheap crappy water). You can use a tissue giving a bonus to any of the four categories (flavor, fililng, nutrition, quantity) as long as the size matches. So a light food additive can be made with either "Multisaccharide Dimate", "Hyper Yeast Additive", "Micronutrient Supplement", or "Carboreductive Catalyst".
The most commonly used tissue are the ones that improve Nutrition (the food's buff size): Micronutrient supplement, Broad Spectrum Nutrient, and Intelligent Nanonutrients.
So a Synthsteak can take a small food additive. You want to improve its damage reduction, so you'd go to a BE and buy (or order) crates of Micronutrient Supplements. You combine that with 10 water, and make a schematic for "Light additive" which gives whatever bonus was on the tissue you used. Do up a run of those in your factory. Then when you make a synthsteak schematic, you can include the additive to increase the amount of damage absorbed by that food.
Did that help more?
/applaud
You know, this is GREAT STUFF.
I just hit Novice Chef last night, and as such have been scouring the boards for information that will help me progress. One thing I always had questions about were the BE tissues... how many... what kinds... what uses, etc... The excellent FAQ along with this post has made me feel a WHOLE lot more comfortable with the whole topic, and now I feel like I pretty much... (gasp)... understand it!!
I haven't even gotten beyond the GRIND yet (since I'm not planning on making any foods for public consumption until I reach Master)... so obviously I don't even have a USE for tissues or additives yet, but now I feel prepared for when I will. Thank you very much for the inclusive and well-written info SciguyCO!
I can't WAIT to start trying my hand at making that UBER brandy!! ![]()
Questions on a somewhat related topic - when crafting BE food, you have to have ONE additive for every ONE food item you are crafting right? Do the tissueshave to all be the same serial number as the components do in Med crafting? So in other words....if I want to make a factrun of 1000 brandies, I would have to have (in addition to the other components)1000identical BE tissues in the ingredient hopper as well? And as far as factories are concerned, how many factories do most Chef's typically "have" to have to be efficient? As a Master Doc who maintains 2 vendor locations, I've been getting bynicely with 3 - Think three might do for your typical Chef? ![]()
Thanks a lot for your help guys - wish me luck on my grind! ![]()
Moebius ![]()
Moebius01 wrote:
Questions on a somewhat related topic - when crafting BE food, you have to have ONE additive for every ONE food item you are crafting right? Do the tissueshave to all be the same serial number as the components do in Med crafting? So in other words....if I want to make a factrun of 1000 brandies, I would have to have (in addition to the other components)1000identical BE tissues in the ingredient hopper as well?
And as far as factories are concerned, how many factories do most Chef's typically "have" to have to be efficient? As a Master Doc who maintains 2 vendor locations, I've been getting bynicely with 3 - Think three might do for your typical Chef?
on the first question, yes, the BE tissues must have identical serials to turn into identical BE additives which are then used in the factory to make food.
as far as number of factories for typical chef, that's kind of hard, since there is no typical chef lol.i make a lot of food, and i have many factories. three are on lots that i rent from a friend (i pay him in food), and those three i use exclusively for subcomponents. if you plan to buy tissue schemas from a BE and then make your own tissues, be aware that they have a long factory run time...i think two or three days for 1000. i have BE tissues or additives being made in those three factories prettymuch 24/7 lately. for brandy, you need a run of alcohol and also a half-run of casks (which requires a full run of trim) before you can make the run of 500 brandy...alcohol gets made pretty fast but still, whatever factory you use for it, you can't make anything else in it while it's making the alcohol. since you're already doing well with doctor crafting with only 3 factories, you may be much more efficient than me
i also keep subcomponents that i'm not quite ready to use yet in the output hopper of the factories until i use them. i just don't have the storage space to move them into a house.
i think that right now i have 12 food factories, and 2 clothing factories (i have 0010 tailor on my chef so that i can make my own trim for casks). on slow weeks i pull up 2 food factories to save on maintenance, and on busy weeks like this week, i put them back out and sometimes have all 12 cooking something.