At the moment, there are 12 different types of additives that can be made by Bio-Engineers for use by Chefs in food production. These 12 types are broken down into three types (Light / Medium / Heavy) in four categories (Nutrients / Flavour / Batch / Mass). Each category has a different effect on the final food item that is produced. Certain types can only be used in certain foods / drinks, e.g. Lights are used in Synthsteak, mediums in Vasarian Brandy and heavies in Bivoli Tempari - therefore you couldn't use heavies in synthsteak. However, you can use smaller additives in products that can take larger additives. So for instance, Brandy can take lights and mediums, bivoli can take lights, mediums and heavies and synthsteak can only take lights.
I will break down the additives into categories, list their effect on the food, what resources they require and also their bonus range.
Light Additives
Micronutrient Supplement
Nutrients (Potency)
20 x Organic
15 x Flora Food
15 x Meat
30 - 60 Bonus
Multisaccharide Dimate
Flavour (Duration)
20 x Organic
20 x Milk
25 x Flora Food
10 - 30 Bonus
Hyper Yeast Additive
Batch (Quantity)
20 x Organic
20 x Cereal
20 x Wild Meat
100 - 200 Bonus
Carboreductive Catalyst
Mass (Filling)
20 x Organic
20 x Wild Meat
20 x Domesticated Meat
5 - 15 Bonus
Medium Additives
Broadspectrum Nutrient
Nutrients (Potency)
35 x Organic
25 x Flora Food
20 x Meat
60 - 90 Bonus
Multisaccharide Tetramate
Flavour (Duration)
35 x Seeds
30 x Milk
30 x Flora Food
30 - 50 Bonus
Hyper Yeast Concentrate
Batch (Quantity)
25 x Organic
20 x Cereal
20 x Wild Meat
200 - 300 Bonus
Caloric Conversion Supplement
Mass (Filling)
35 x Seeds
35 x Wild Meat
30 x Domesticated Meat
15 - 30 Bonus
Heavy Additives
Intelligent Nanonutrient
Nutrients (Potency)
55 x Organic
35 x Flora Food
20 x Meat
90 - 120 Bonus
Multisaccharide Pentamate
Flavour (Duration)
35 x Berries
40 x Milk
45 x Flora Food
50 - 70 Bonus
Edible Nano Constructors
Batch (Quantity)
25 x Vegetables
40 x Cereal
30 x Wild Meat
300 - 400 Bonus
Carbocaloric Eliminator Mass (Filling)
35 x Fruit
45 x Wild Meat
40 x Domesticated Meat
30 - 50 Bonus
It should be noted that as of writing this, that the listed weightings of 33% OQ / 33% PE / 33% FL are INCORRECT and the correct values are 50% OQ / 30% PE / 20% FL.
Many people have asked how good their additives are, in would be far too lengthy to compose a scale for every additive, however, here is a scale that has been adopted by the BE community for BSNs (Broadspectrum Nutrients):
90 - Perfect
89 - Outstanding
88 - Excellent
87 - Very good
86 - Good
85 - Above Average
84 - Average
83 - Below Average
82 - O.K.
81 - Poor
80 - Low Quality
<80 - Tends to be unsellable
In my experience, most Chefs like their BSNs to be around 85/86 mark and are very pleased to buy 87/88s off you.
As with tailor tissues, high OQ wood can be used in place of Flora to raise the quality of additives as long as the PE/FL of the other resources are high enough as the wood assumes null values for PE/FL. Let me explain with the following example:
You want to make some BSNs. You have some fungi with 800/800/800 stats (OQ/PE/FL respectively) and some carnivore meat with 850/850/850 stats. When calculated it would give an average quality of 812, resulting in a respectable 84 bonus BSN. However, you notice that you have some soft wood lying around with 900 OQ and you use it in your next BSN. With the wood in place of the fungi in the organic slot, the average quality has now reached 839 which means your BSN now has a bonus of an even more respectable 85. You should note that using wood is not always preferble. When using low quality meat, it is vital to use high quality flora to raise the final bonus of the BSN.
99% of all additives sold by BEs are nutrients (MNS / BSN / INN), these improve the buff stat of food and is the main stat that people look for when buying food. However, chefs may ask for other additives such as Multisaccharide Tetramate (duration) which creates instant burst-run food Parwan Nutricake.
Additives FAQ
Q: How do additives work?
A: They act as percentage bonus to the final product. For instance (and thanks to sciguyCO for this), Brandy's base stat is around 200 ish and the average BSN bonus is around +84. This does not add 84 to the base stat - this would make the brandy's final value 284 - instead it adds a 84% bonus resulting in a 368 potency brandy. That is why for most products, the higher the potency the better. However, for foods such as Havla where anything over 100 is pointless, lower end additives can be used which is more economical and also supports BEs who are struggling to create higher end additives, so don't be discouraged if you can't break 84.
NB: Some chefs complain that 85s are not good enough and want at least 87s - it should be noted that the difference between these two are so neglible that the difference is about 6 points worth of potency and since most BEs charge a considerable amount more for 87s, 85s should be prefered if costs are too kept to a minimum.
Q: How good will my tissues be if I choose BE 0404 instead of MBE?
A: Without master, it means you get +75 experimentation or 7 experimentation points. With perfect (1000 OQ / 1000 PE / 1000 FL) resources a Master can get a BSN upto +90. Because of the 3 lost experimentation points, this is reduced to a maximum of 79% which means a final bonus of 84. Realistically, this means that even with extremely good resources (which would allow a MBE to make 88/89) you will only get 82/83, which would knock about 15 points of potency of your Brandy. It should also be noted that you lose the ability to craft INNs and have an increased chance of critically failing, failing during experimentation and getting poorer assemblies.
Q: How should I price my additives?
A: It's far too hard to comment on pricing here as it varies from server-to-server and it seems to be a very volatile market with prices varying by up to 40% month-to-month. Your best chance is to ask a fellow BE on your server, check out vendors or use the trade forums. I sold my first two full runs of BSNs on the trade forums, it helped me establish my name and check out how much people are willing to pay for them.
Q: I have a fully stocked vendor but no one buys anything.
A: All additives should be made in large runs, I would say a minimum of 500 units per run. Also, try putting the serial number of the crate into the name when you make the schematic - remember, chefs make all of their food in factories and therefore to save on resources they need identical components and that includes additives.
The trade forums are your friends. Advertise your services / vendors in a clearly layed out post, clearly stating your current stock levels, prices and whether or not you take orders.
Also, try contacting the Chefs directly asking them, politely, if they need any additives and if they need a regular supplier (be sure to slip a waypoint to your vendor in there too).
Location is also very important, trying asking a well known crafter if you can place a vendor in their shop or perhaps finding a place of your own outside a large city / through-fare can also drum up a lot of business.
Q: I can't keep up with orders, I just don't have enough meat!
A: Large quantities of high quality meat can be hard to come by sometimes, but there are ways to get around it. Check the current dath carnivore meat, if its half decent then go hunt enraged rancors. This stuff drops off them like leaves in Autumn and is not difficult to come back with 25-30k of it per buff session with a master in an elite combat profession. Use high quality flora to bring the bonus up if needed. If it is of a low quality, or you simply can't kill rancors then try Dantooine - voritor hunters have crazy pop rates and are easier to kill. Also, don't forget the trade forums. There are rangers / scouts out there looking for meat contracts and many keep stockpiles on them. This is the expensive option as it can deeply cut into profits as doctors and chefs often offering higher prices for the same resources. Message Edited by Zadokk on 01-21-2005 05:35 PM
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