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Tailoring Info

Discussion for the Tailor Profession
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Gordlad
Commander
Posts: 54
Joined: Fri Jun 29, 2018 4:49 am
United States of America

Tailoring Info

#1

Post by Gordlad » Thu Jul 26, 2018 3:02 am

*** This info is NOT my own. All credit goes to the original authors ***

Materials and Equipment
What crafting tool will I need?
You will need a clothing/armor crafting tool - although at first most of your schematics are available with the generic crafting tool, later on you will need a specialized tool. You cannot make one of those yourself unless you train in artisan engineering. Usually, master artisans can experiment these up - supposedly experimenting on crafting tools gives a lower chance to critical fail.

What materials will I need?
You will need the following, but not necessarily all at once. If you want to check what materials you will need for future schematics in a particular line, see Swgcraft. Here is a complete list

General materials:
Fiberplast
Polymer - though many items will accept lubricating oil, others will not. Best to just mine Polymer
Steel
Copper
Metals of any type (though it's more efficient to just mine steel or copper
Amorphous Gemstone
Crystalline Gemstone
Wooly Hides
Bristley Hides
Any Hides
Iron (in small amounts)
Ore (in small amounts)
Bone (in small amounts)
Avian meat (in small amounts)
Specific materials (in small amounts)
Plexite Amorphous Gemstone
Green Diamond Crystalline Gemstone
Thoraneum Steel
Titanium Aluminum
Tatooine Wooly Hide
Nabooan Scaley Hide
Does resource quality matter?
Nope. Not at all. Not for regular clothes, not for BE clothing. It only matters for wookiee armor segments (see below).

What sort of station will I need?
You will need a clothing and armor crafting station. You can use a stationary one or a droid.

What sort of factory will I need?
A wearables factory. Around tier 3, some schematics will require "identical panels from a factory crate." This means that you must produce those panels in a factory.

Making components
What components do other crafters use?
Synth cloth:
  • Armorsmiths
  • Doctors - fire blankets
  • Architects - high end furniture
Reinforced Fiber Panels
  • Armorsmiths
  • Architects - tents
Trim
  • Chefs - casks
Fiberplast panels
  • Armorsmiths
  • Architects - tents
Armor padding
  • Armorsmiths
(Yes, this is the only component that we make and cannot use ourselves.)

Sockets and Skill Tapes
What are sockets, how do they work, and why do I care?
Sockets are places where any player, tailor or not, can drop skill tapes (which are looted) into a piece of clothing. Clothing can have up to 4 sockets, but jewelry has no sockets. Generally it's random, but you have a higher probability of making a higher-socketed item as you go up the "tailoring" line. For Domestic Arts items, however, the number of sockets is governed by the level in the Engineering line of Artisan. Many times people want to use skill tapes as they have bonuses which cannot be obtained by buying bioengineered items.
There has been a recent change to socketing which makes it more unlikely to get 4-socketed items, and most master tailors are averaging 2 sockets per item. Some tailors have chosent to price 4-socket items higher. Be aware that it may take several tries to get 4 sockets at master. You will not see a single socket until Tailoring 3.

Is there any way I can increase my socketing?
You can either get skill tapes to assembly or work your way up the FS tree that gives you bonuses to assembly.

What skill tapes can I use in an item?
Not all skill tapes play nicely together and some overwrite.

What sort of outfit should I make someone who wants to maximize sockets?
To get the most articles of clothing onto a person, you should make him/her: Boots, Gloves, Shirt, Pants, Hat, Bandolier, Belt, Vest and ubese bracers. Yes, yes, ubese bracers are armor, so they will only take armor attachments. You can't wear a backpack with a bandolier, nor can a socketed backpack take enhancements.

Do socketed backpacks accept skill mods?
No, backpacks do not accept skill tapes. They will simply be placed inside the backpack container.

Bioengineered Clothing
How do I make and use Bio-Engineered clothes?
Components made by Bio-Engineers are used to add points to some skill mods. You use them in making Synthetic Cloths and Reinforced Fiber Panels. Then you use those enhanced components to make Bio-Engineered clothes. When the clothing is equipped you gain the modifiers.

Can I bioengineer boots and gloves? How about jewelry?
These items do not take panels, so they cannot be bioengineered.

What tissues should I buy from bioengineers?
That really depends on your audience, and what sorts of items do you normally sell (i.e. are you in a primarily "combat" area?) I have found that Melee/stun defense, bleed defense, and medical tissues are top sellers.

What BE clothing can be worn with armor?
Only a shirt and a bandolier can be worn with full armor. And bandoliers and backpacks don't mix.

What tissues go in which cloths?
Synthetic Cloth
  • Injury & wound treatment
  • Entertainment wound healing
  • Wild/vicious creature taming
Reinforced Fiber Panels
  • Bleed Defense
  • Intimidation & Warcry
  • Melee & Stun Defense
  • Maskscent & Camo
  • Cover
The recipe calls for 2 identical panels. How do I make BE panels in a factory crate?
You will need a crate of BE tissues. You can use more than one crate, but make sure your crates are the same serial number. You cannot use loose tissues, because ingredients for a factory run must be the exact same as made the schematic, which means same serial number. When making your schematic, simply load in the BE tissue. Then place the remaining crates in your ingredient hopper, and your factory will auto-load them as it works.

Do bonuses "stack"?
Yes and no. If you put 2 tissues in 2 different slots, then yes, the bonus will combine. BUT if you put 2 identical BE panels in the SAME slot (because the recipe calls for it), you only get a bonus from ONE of those tissues (and no, you cannot put in one BE and one non-BE panel, because they must be identical). This makes it more expensive to make high-end enhanced clothing, and at the same time, the high-end stuff sometimes holds fewer bonuses.

Am I reading this right that there are never two RFP slots in an item?
Unfortunately yes. It's very hard to get RFP combat bonuses in an item. The usual template looks like this:

Shirt: formfitting undershirt, lined workshirt, reinforced work shirt
Pants: crafter's pants, pocketed shorts, reinforced pants, padded workpants, paramilitary camos, infiltrator leggings
Jacket: Desert command jacket, heavy reinforced jacket, spec ops duster
bandolier: Mercenary bandolier, multipocket bandolier
Each of the above has one RFP "slot" to work with, for a total of 4 bonuses.
How many items of clothing can be worn with armor?
A shirt and a bandolier. That's it.

What can wookiees wear?
Wookiee clothing is more limited. Wookiees only have reinforced slots in the Wookiee shoulder pad and the bandolier, for a total of 2 bonuses (humanoids get up to 4 rfp bonuses). However, it is very easy to get medical bonuses into wookiee gear because there are many items with up to four separate synthetic cloth slots.

Is there a cap on bioengineered bonuses?
Yes, bioengineered stat bonuses cap at +25, regardless of what your character displays.

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