[doHTML]<font size=3><b>A guide to Bio-engineered tissues and the clothing they are used in</b></font>
<br><i>by Jame'thiel Dreamweaver</i>
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<u>Contents:</u>
<ol><li>Introduction</li>
<li>Tissue Types</li>
<ul><li>Synthetic Cloth</li>
<li>Reinforced Fiber Panels</li></ul>
<li>Making the Cloth</li><ul>
<li>Multicloth slots</li>
<li>Reinforced Fiber Panel limits</li>
<li>Skill limits</li>
<li>Limited-use schematics</li>
<li>Armour and clothes</li></ul>
<li>Sockets</li>
<li>Conclusion</li></ol>
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1. <u>INTRODUCTION</u>
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Hi there, you've just gotten your first tissue and want to make something with it. Great! Only problem is, you have questions. This is where to come for answers. We will begin with the basics
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2. <u>TYPES</u>
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A Bio-Engineer can make two kinds of tissues. The first kind is used in synthetic cloth and increases a character’s skill in healing and taming. The second kind is used in reinforced fiber panels, being mostly used in combat situations (or avoiding combat.) Clothing cannot mix and match these types. Some use one or the other. A few use both, but if the clothes do not take one type of cloth, then it cannot have the tissue placed into it. Be aware of which clothes are capable of these additions before having a suit made.
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These tissues use 4 components. Organics like hides, eggs, milk, molluscs, meat, etc are all required. They need very high stats to be effective, so a Bio-Engineer will go to great lengths to secure good quality resources to make the best stuff. Be aware that these are quite hard to get, and they cannot be acquired with harvesters. Only recently has the game allowed molluscs to be obtained in large enough quantities to allow the cover bonus tissues to be made effectively.
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Overall Quality (OQ), Potential Energy (PE) and Flavour (FL) are the important statistics to these components when making tissues. A high value in all three will yield the best final results. Consult your favourite Bio-Engineer to see what they have available.
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<u>Synthetic Cloth</u>
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This schematic is gained when you first attain novice tailor. It is the basis of most articles of clothing. When you build your first piece of synthetic cloth, you will see an optional component. That is where you can insert one of 6 different kinds of tissues. These tissues each pass their enhancements onto any clothing you use them in. Most of the formal wear and casual wear items use this cloth.
<ul><li>Myoflex (gives a small bonus to musician/dancer healing skill) </li>
<li>Enhanced Myoflex (gives a large bonus to musician/dancer healing skill) </li>
<li>Passive Biosensors (gives a small bonus to wound/injury treatment) </li>
<li>Active Biosensors (gives a large bonus to wound/injury treatment) </li>
<li>Passive Tranquilizers (gives a small bonus to taming wild/vicious creature) </li>
<li>Active Tranquilizers (gives a large bonus to taming wild/vicious creatures)</li></ul>
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<u>Reinforced Fiber Panels</u>
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These pieces of cloth are only available when you gain Field Wear 2. They are meant to be used in the heavy, military clothing and articles that take a lot of wear. Bandoliers, Reinforced Heavy Jackets, Camo Pants, Lined Workshirts are some examples.
<ul> <li>
Constrictor Cloth (minor bleeding defence) </li><li>
Coagulant Agents (major bleeding defence) </li><li>
Confidence Cloth (small warcry/intimidation bonus) </li><li>
Fear Release (large warcry/intimidation bonus) </li><li>
Scent Camouflage (small camouflage/maskscent bonus) </li><li>
Scent Neutralization (large camouflage/maskscent bonus) </li><li>
Visual Camouflage (small cover bonus) </li><li>
Mimetic Circuitry (large cover bonus) </li><li>
Toughened Fibers (small melee/stun defence bonus) </li><li>
Tensile Resistance (large melee/stun defence bonus)</li></ul>
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3. <u>MAKING YOUR CLOTH</u>
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Once you have your BE tissues, it is time to build the cloth. You can do this by hand if you only have one or two, or you can create a schematic and have crates of the cloth run through your factory. You will need this for any item calling for 2 or more pieces of cloth in the same slot. Remember that you will also need a crate of identical tissues for the cloth schematic!!
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If you have a crate of 25 tissues, then one will be required to make the schematic for the cloth, and the rest will go into the factory with the fiberplast and other resources to make the cloth. There is no need to take out the tissues from the crate, just load it into your factory with the other components and let it run. Grab the finished crate and you can begin making enhanced clothing.
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There are a few things you need to know before you start, so that you are not going to waste tissues. We will look at a few examples to get you familiar with the process. For all examples, we will use +10 Bleed Resistance, +15 entertainer and +10 Medical tissues.
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<u>Multicloth slots:</u>
<p>There are many schematics that call for more than one piece of cloth in the slot. Let's look at the Formal Gown. It asks for two slots, each taking two pieces of synthetic cloth. We can take the crate of medical cloth we have just made and add them to one or both slots. If we add two pieces to one slot, and add normal synthetic cloth to the second from a normal crate of unenhanced cloth, we get a Formal Gown with +10 Medical skill. If we put the medical cloth in both slots (4 pieces), we can get a +20 enhancement.
We can also take two pieces of medical cloth from one crate and put them in the first slot, then take two pieces of the entertainer cloth for the second slot. This will give us a gown that has +10 medical / +15 entertainer mods in it.<p>
You will notice that this means that any extra cloth in those slots is wasted! We have used up double the tissues in this item. To give you an idea of why that is, consider this. A simple muscle shirt uses only one synthetic cloth.
There is not much material to it, and it is a small piece of light clothing. An infiltrator suit uses 6 pieces of reinforced fiber panels. It also is a light piece of simple clothing, but it covers the entire body. To create it will require the tailor to use a large amount of material to make a single layer of cloth. Our formal gown in the first example above is also a full-length article of clothing, but it has an outer layer, as well as an inner layer, using two separate layers of cloth to create. It can therefore have additional enhancements.
Any item of clothing that uses single pieces of cloth in a slot will yield the best results for the least amount of tissues.
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The best article of clothing for synthetic cloth enhancements is the Wookie Sage Hood with 4 slots of 1 synthetic cloth. We can put any enhanced synthetic cloth in these slots and each will add its bonus to the hood.
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<u>Reinforced Fiber Limits:</u>
<p>At the moment, there is no item of clothing available that uses more than one single slot for these enhancements. The very best you can get is going to be dependant on the tissue’s mod. If you have +10 Bleed Resistant, then that’s the best you can put into a single item of clothes. There are few that have seen +18, and no one has been able to create a better tissue at the moment.
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Wookie clothing also suffers from a serious lack of clothing that can take these kinds of enhancements. Currently only the Wookie Shoulder Pad can have one in it. They have the best clothing for synthetic cloth, but the worst for the RFP.
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<u>Skill Limits:</u>
<p>There is a hard limit placed upon clothing for all enhancements. You cannot get more than +25 in any item of clothing. You are also restricted to +25 for any bonus overall. If you wear a set of +25 medical pants, a +25 medical hat, and a +25 medical jacket, and then try out your new skill, you will find that you are just as effective as you are with only one of those items being worn.
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Many items of clothes exist that allow you to add two bonuses in synthetic cloth, gaining the maximum of +25 to it. If you use two +15 entertainer enhanced synthetic cloth in a pair of Striped Slacks, then you will +25 entertainer skill. You are best off using a +13 tissue in these types of clothes. It will be easier to find, afford and you are not wasting the extra bonus.
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<u>Limited Use Schematics:</u>
<p> If you are lucky enough to have acquired one of these from the theme parks or another player, then you may be wondering if they can have enhanced cloth added to them. They can. Some bonuses in them could be overwritten by the mods that you add, but go ahead and put in the enhanced cloth to make an even nicer item to sell to your customers.
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<u>Armour and Clothes:</u> <p>
Many customers will be looking for clothing that can be worn with their full suits of armour. A full suit of composite takes up most of the clothing slots, leaving only the shirt, bandolier and belt slots available for them to wear with it. Bandoliers can have an RFP enhancement, but cannot be worn with a backpack. All shirts can be worn with armour and there are many that can have two slots for synthetic cloth, or one for reinforced fiber panels. Belts cannot be currently enhanced with any Bio tissues.
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4. <u>SOCKETS</u>
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Once your item is made, you may have a nice 4-socket masterpiece on your hands. Warn the customer first, that any skill tapes that they add will have two limitations.
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The first is that you will only gain a maximum of 6 bonuses per article of clothes. If you make a Sleeveless Dress with medical, taming, and entertaining bonuses, then they will have a total of 6 enhancements on it. No skill tape will be effective in this item, so any sockets in it are actually detrimental to the customer. They might try and drop a skill tape into the clothing and waste it.
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The second is that any skill tape that is less than the current bonus will not stack. It will be wasted. A skill tape that is above the current skill of the clothing will not add, but overwrite the skill. Examples: You have that +10 medical shirt, and find a +7 Wound Treatment tape. You drop it into the shirt and find it is now +10 wound treatment/+10 injury treatment. Where did the tape go? Well it was wasted, as the tape was not powerful enough to overwrite the current level. Had that same person found a +12 tape, the shirt would now be +12 Wound Treatment/+10 Injury Treatment.
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Currently there are some bugs with tapes as well. If you find a tape with 2 skills, there seems to be a problem with knowing which one will be added to the clothing. Only one will get added. Hopefully this will be explained in the Knowledge Base soon.
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5. <u>CONCLUSION</u>
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The world of Bio-Engineered cloth is an interesting one, whether you are making the tissues yourself, or creating the clothes from your local Bio-Engineer. Either way, they will make your tailored clothes far more versatile, and give you some things to play with once you start trying them.
Thanks for having a look at this guide, and I hope you enjoy making these interesting items.[/doHTML]