Tailor Archive
Thread: It's official: Bio Enhanced clothing (with the exception of medical use) will work after the patch
Currently on Test and coming soon to a Galaxy near you:
Bio-engineer - DNA Sampling: made creatures that are being sampled from not attackable while sampling occurs
Bio-engineer - DNA Sampling: made dna sampling more relative to creature level (high skill/low level = high success; low skill/high level = high failure)
Bio-engineer - DNA Sampling: made aggro & spook chances more consistent with skill level and # times sampled
Bio-engineer - DNA Sampling: changed dna sampling animation
Bio-engineer - Tissue Engineering: Updated tissue descriptions to include information about bonuses given.
Bio-engineer - Tissue Engineering: Removed Charigra & Personaphene tissues
Bio-engineer - Tissue Engineering: Removed experimental durability from tissue experimental attributes as it had no effect.
Bio-engineer - Tissue Engineering: Added the new Mask Scent skill to the Scent Camouflage & Scent Neutralization tissues.
Bio-engineer - Tissue Engineering: Made all tissues and pet medicines craftable in Food & Chemical Factories
Bio-engineer - Tissue Engineering: Made multiple tissue enhanced components used in different slots of a clothing schematic stack better. (Components with no enhancements will no longer wipe the final enhancements.)
Bio-engineer - Tissue Engineering: Fixed all tissues skill modifiers to work correctly. (Existing tissue and clothing made with those tissues that report a modification also work, with the exception of the removed skill modifiers.)
Bio-engineer - Tissue Engineering: Removed Medicine Use from new crafted tissues. (Existing tissues and clothing crafted with those tissues will still report the Medicine Use modifier but they will not be counted for determining the level of medicine to be used.)
Bio-engineer - Tissue Engineering: Updated tissue descriptions to include information about bonuses given.
I've already put together an extensive listing of what is available and so on, please check my signature.
To me being a tailor/BE this is huge, this is what I've been waiting for
I think this could signal a huge new wave of clothing buying as musicians, dancers, and scouts in particular ditch their clothing for ones with bonuses. I need to do some serious grinding this weekend to get up closer to master for when this hits ![]()
However, given the severe quality control problems that seems to plaugue the BE stuff, we'll have to see how this all plays out. A lot of questions still exist, like will tailors be able to use factory-made tissues to make factory-made cloths and RFP (I would not necessarily assume this, as there has been no discussion on this particular issue)? If so, will the bonuses be additive (use two identical +3 cloths and get +3 or +6)? The only fix to this that is mentioned is that if you have a +3 one and a +0 one, you will get +3.
Also I've yet to see anything about just how effective these tissues are. Does a +5 to dancing healing increase their heals by 5%? heal 5 more points of wounds each time? or adjust their skill +5 (in effect making them a higher level dancer/musician)? I wonder if anyone really understands how this works.
Anyhow, exciting stuff, but I'm trying to temper my expectations just a big given the ineptitude of the BE dev staff up until now.
FInally!! I know they only mentioned Tailor once.. and what a let down it was... hello... we've had our colors for weeks now, lol. Anyhoo.. this is a biggie for me. I do feel a bit for those tailors who stocked up on medical use stuffs thinking the patch wouldn't be retro-active. Being that I've watched more and more fixes affect past issues, I am not one of these. It was a gamble, but it paid off.
Anyhoo.. I am looking forward to this coming to live. I am very glad to see the turn to fixing more, nerfing less, and not adding the content quite yet. Sure, I'd love to be part of a player city and run around on mounts or bikes but this is better in the long run.
... well its not the news i was waiting for.. but its a big step forward.. some things im still in the dark about.. for instance will they allow bio components such as tensile strength to be used in RFP but not synth cloth. I have been working along side a master BE [voliake]and the only components that are currently allowed into synth cloth are medic and entertainer skill modifiers.. and all the defense vs stun.. melee def etc. are allowed only into re-enforced fiber panels.. this puts wookiees into a huge disadvantage.. because 1.) they cant wear armor or HUMANOID clothingand 2.) wookiee clothing only uses synth cloth.... and contrary to apparent popular belief.. not all wookiees are either medics or entertainers some are very very bad wookiees with big guns on the battlefield... bio components SHOULD be used inBOTH types of cloths... and also how big of a drop will the stats take when this patch rolls out.. i have a few outfits out there that give +75 to all medic and +75 to all entertainer stats.. how bad will these be affected?
nakawookie
xpert tailor
-hippiewookiee- clothing co.
keepin it real since the days of bastilla
Bio engineers make tissues in their tissue line that tailors can use in either synthetic cloth or reinforced fiber panesl (depends on the tissue).
Synthetic cloths take: entertainment healing & medical tissues
Reinforced fiber panels take: cover, camoflage, defense v stun + melee, bleeding defense, warcry/intimidation
You then use the "enhanced" synthetic cloth or reinforced panels to make clothes that have these special bonuses.
I believe the highest your stats can be boosted by these clothes is 25. Anything higher is disregarded, but I could be wrong.
Soleil
In terms of cost for the tissues, the better quality the meat the bio engineer uses, the better the tissue bonus. I read a post (possibly on Chilastra, can't recall), where a bio engineer with +14 tissues (the highest) is selling them for 10k each.
I don't know if that's a reasonable price or not...I'm no bio eng...but at the very least that will boost our profession because the undercutters that everyone complains of won't be able to afford these tissues! So they'll have to start charging more to be able to afford the tissues if they want to make these clothes.
Soleil
Reinforced Fiber Panels can be used in bandoliers, which I believe are wearable by wookies (of course, you can't wear them with a pack, limiting their usefulness).
Factories should be able to crank out BE components with this patch, allowing us to make identical syncloth or rf panels for use in higher level garments.
Stacking issues are being ironed out, such as the one that hosed RFP bonuses in pants that also use syncloth.
Also, the skill mod bonuses should also fix issues with dropped skill enhancers, making sockets more useful.
I think I'm off strike ![]()
Some of the Bio items are extremely difficult to make, with rare resources such as eggs, or needing high quality creature harvested items. After this patch, we're going to be wanting to purchase crates of tissues (which can't be made today) to place into our schematics for crates of cloth and fiber, thus being able tobe used onmany more schematics.So they're going to need large quantities of meat, bone, and floral (the easy part here) to make large factory runs. Think about the cost of a crate of stims, and imagine the tissues nearing this type of cost...except that Bios are more rare than Doctors.
It'll be expensive, but well worth it. To those tailors charging very low amount for their product and wondering why everyone else was 'overcharging' in their mind: Here is why, it's going to be a huge cost to stockpile the needed tissues to keep a full business running. A cheap single tissue can run you 1k, often more. That's 100k for a factory run of cloth with tissues, or more. I see spending millions in the first few weeks to get up to speed.
SueDenim wrote:
One thing I've never been too clear on, knowing pretty much squat about how these things are made from the BE side of the equation:
From the perspective of a Bio-Engineer, what's a fair price for these tissue items, given the difficulty or lack thereof of making them, cost of ingredients, etc.?
Sue,
From a cost standpoint, it takes about 50-100 units of bio matter (hides, meat, flora, etc.) to make a tissue. If tailors were to ask me to make them tissues, I think I'd probably charge about 500cr/tissue for say the entertainer ones or the scout ones.
(crossing fingers and thinking..... Please don't mess this patch up and introduce more errors than gets fixed... please please please for the love of god!!!!)
Oliva Skygem
I don't think some of you understand what happened here.
Yes, they fixed the bio tissues.
They also removed the medical and dance and music bonuses tissues and medical usage bonuses will not work on existing clothing.
Kana