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   Advanced Guide Bio Engineer Chapter 4
Chapter 4: Tissue Engineering

The Tissue Engineering skill tree grants a Bio-Engineer the ability to create more specialized organic components and is based on Bio-Engineering Crafting Experience. These organic components are used in the creation of biologically based commodity products that can be sold to other professions and tools to maintain creatures over the course of their lifespan.

Tissue Engineering 1

  • Skill Mods: None
  • Commands and Abilities Granted
  • Confidence Cloth, Hyper Yeast Additive, Micronutrient Supplement, MyoFlex Cloth treatment, Pet Vitality Medpack - A

    Tissue Engineering 2

  • Skill Mods: None
  • Commands and Abilities Granted
  • Carboreductive Catalyst, Hyper Yeast Concentrate, Passive Biosensors, Passive Tranquilizers, Pet Stimpack - B, Scent Camouflage, Visual Camouflage

    Tissue Engineering 3

  • Skill Mods: None
  • Commands and Abilities Granted
  • Broad-Spectrum Nutrients, Caloric Conversion Supplement, Coagulant Agents, Enhanced Myoflex Treatment, Multisaccharide Tetramate, Pet Vitality Medpack - B, Toughened Fibers

    Tissue Engineering 4

  • Title Granted: Expert Bio-Engineer
  • Skill Mods: None
  • Commands and Abilities Granted
  • Active Biosensors, Active Tranquilizers, Edible Nano Constructors, Mimetic Circuitry, Multisaccharide Pentamate, Pet Stimpack - C, Scent Neutralization

    Tissue Engineering has a core focus of crafting tissues that can be used in food and clothing products, and making pet stim packs and pet vitality packs. Bio-Engineered food tissues can be used by chefs during the food crafting process to create excellent food buffs and Bio-Engineered cloths can be used by tailors to create enhanced clothing. These "Bio-Engineered" clothes will grant bonuses to the wearers up to +25 per outfit.

    Bio-Engineered Tissues for Food

    Food bio components such as Micronutrient supplement, Multisaccharide Tetramate, and Edible Nano Constructors are components that chefs can use to give large bonuses to a foods buff size, duration, stack size, or reduce its stomach filling. These tissues are used by the chef to make a Food Additive component. This additive can then be used to fill an optional additive slot available in almost all foods.

    There are four different categories of food tissues, each category having three different levels. The lowest level is used in the chef's Light Food Additive, the second level in a Medium Food Additive, and the highest in a Heavy Food Additive. The four categories correspond to a chef's four experimentation categories.

    Filling (determines how much stomach space the food takes up)

  • Light: Carboreductive Catalyst
  • Medium: Caloric Conversion Supplement
  • Heavy: Carbocaloric Eliminator

    Flavor (determines how long the food's effect lasts)

  • Light: Multisaccharide Dimate
  • Medium: Multisaccharide Tetramate
  • Heavy: Multisaccharide Pentamate

    Nutrition (determines how large the food's effect is)

  • Light: Micronutrient Supplement
  • Medium: Broad-Spectrum Nutrients
  • Heavy: Intelligent Nanonutrients

    Quantity (determines how many doses are available in the final stack of food)

  • Light: Hyper Yeast Additive
  • Medium: Hyper Yeast Concentrate
  • Heavy: Edible Nano Constructors

    Each tissue can only be used in an additive of the same size. Each food schematic has a maximum additive size it will accept, but the chef does have the option of using a smaller one: so a light additive can be used in a food with a medium additive slot, and any size additive can be used in a food with a Heavy additive slot. These additives are not required to make the food, but do give a noticeable bonus.

    The bonus displayed on the tissue is the percentage change to the affected category. For Flavor, Nutrition, and Quantity this is a percentage increase. For example, a medium additive with "Nutrition bonus: 80" (made from a Micronutrient Supplement) will make the food's buff 180% of what it would be without the additive. For the Filling tissues, the displayed bonus is a percentage decrease. A large additive made from a Carbocaloric Eliminator with "Filling bonus: 40" will make a food's filling 60% (100 - 40) what it would be without the additive, leaving more stomach space empty for more foods.

    The bonus from the Bio-Engineer's food tissues stacks on top of the chef's experimentation in the affected category. In addition, Quantity additives stack on top of any container multiplier when crafting drinks. Notes for chefs:

  • These tissues cannot be included in a food item as-is. They must first be combined with water to make a Light/Medium/Heavy food additive. That additive is what is used in the final food creation. The quality of the final additive will be identical to tissue used, no experimentation is needed.
  • Not all foods have all four experimentation categories. Instant effect foods (like Blue Milk's Mind heal) cannot be experimented for duration, so a Flavor tissue will be useless. A tissue will have no effect on the food if you cannot experiment on that tissue's category.
  • Food experimentation does benefit from the tissue's bonus. If you normally see +20 to the buff size when spending a point in Nutrition, using a "Nutrition bonus: 80" additive will give you +36 (20 * 1.8) to the buff per point spent.

    Bio-Engineered Tissues for Clothing

    Clothing Tissues such as Confidence Cloth or Toughened Fibers are crafting components that can be used in the creation of clothing by Tailors (but not added after the item has been crafted). During the Tailor's crafting process, many clothes require crafting components called Synthetic Cloth and Reinforced Fiberplast Panel for the final product. Instead, these two professions can rely on their crafting interdependencies as a source of optional components. It should be noted that these tissues are used during the crafting process and not after, as is with the case of "sockets" that can be added to a finished product. Each tissue type will only work in one of the two possible component slots. These are Synthetic Cloths and Reinforced Fiber Panels as labeled on the tissues description. Some clothes use one tissue type or the other and some even use both types.

    Synthetic Cloths are Entertainer Enhancements (Dancer / Musician wound healing), Medic Enhancements (Injury and Wound Treatment) and Creature Handler Enhancements (taming wild and vicious creatures).

    Reinforced Fiber Panels can be used to craft clothing that will give the wearer a bleeding defense, confidence cloth which will augment intimidation and warcry, melee resists that will increase stun and melee defense, sniper enhancements which give a bonus to cover and scout enhancements which give bonuses to /maskscent and /camouflage.

    There are 8 different types of tissues that can be used to make Bio-Engineered clothing and each has a higher level and a lower level version. Each tissue works in a specific cloth, which dictates which clothing and skill types that can be enhanced. With respect to each type of tissue, the higher and lower level versions offer the same skill modifiers but with greater and lesser potency available at its respective tier.

    Pet Stimpacks and Pet Vitality Medpacks

    The other type of commodity product that can be crafted by bio-engineers are Pet Stimpacks and Pet Vitality Medpacks:

    Pet Stims

    Pet stims are useful for anyone who owns a creature pet whether it's a mount or creature companion. These pet stims don't require the player to have medicine use skill points as in the case of non-creature stims (regular stim packs) and they also heal the Mind Pool of the creature.

    Vitality Medpacks

    Vitality Medpacks are vital to the long-term survival of creature pets. They require a private crafting station or personal medical crafting droid and you can find the schematic under the Pharmaceutical tab of your datapad. If you are a crafting oriented player, you may have many tabs and have to use the arrows to side-scroll to the tab. There are three types of Vitality packs (A, B, and C) which represent their power ranges. Each type has a specific range of power and that potency has a direct influence on their restorative potency.

    If you examine a creature pet on your datapad, you will see an ability statistic called "Vitality". New pets will have a 100/100 rating and as a player uses his pet in combat, the pet will take damage. When a pet is incapacitated and "death-blowed" in some cases, the pet will suffer a reduction in vitality. As a pet continually suffers in its vitality rating, its ability to be restored will gradually diminish. Vitality Packs will restore a pet's vitality rating. In essence, Vitality Medpacks are like armor or weapon repair kits. The higher the quality of the vitality pack, the lower a reduction of a pet's maximum vitality.

    To use a Vitality Medpack, you can either activate the "Use Vitality Pack" radial menu option on your datapad (select the pet in the datapad, target it and call up the radial menu) or by targeting your pet after it has been called into the world and double-clicking the vitality pack in your inventory. Please note that if you have a variety of packs on you and you need a specific potency rating, you should probably choose the pack yourself. If you don't select it yourself, the game will choose it for you and you may not get one with an optimal rating. One tip you should keep in mind is that while the type of the pack doesn't matter, the power of a vitality pack does. If a vitality pack is lower than a pet's current lost vitality then the pet will be restored to a new permanent vitality but with a penalty. Don't use 2 vitality packs to restore more than 50 or more vitality points. Your pet will suffer an overall vitality loss.

    A key tip to keep in mind is during the crafting of vitality medpacks: the only gas viable for vitality pack B's is in the "Known Reactive Gas" category. Take note to avoid using unknown reactive gasses or inert gasses of any type. These gasses are not replacements for known reactive gasses and will corrupt your experiments (Reactive gas is fairly common and can be found on all planets). Another two points to remember while crafting these packs are that the possible range of experimentation (as with most crafted items) relies very heavily upon the resources you use and that unlike stimpacks, liquid suspension and bio-controllers do not have an impact on the final product.

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