Terry Mixon
Emperor Mongoose
I've been using a homebrewed rule for how fabricators work in MTU for a while now, and after my latest tweaking of the process, I decided to share it in case someone else might find it useful. If you have suggestions on how I could make it better, I'd love to hear them.
The Central Supply Catalogue Update 2022 says this:
"Fabricators require materials equal to the mass of the object created. These may be everything from simple powders to rare earths or more unusual materials, depending on the final product. In general, these materials will cost 50% of the cost of a similar purchased product, although those composed of purely common materials may have as low as a 10% material cost and those requiring rare elements may cost more to fabricate in small batches than to purchase from a manufacturer able to acquire such materials in bulk. Optionally, the Referee can impose a 1D x 10% materials cost for most products and a 2D x 10% materials cost for computers, robots and complicated electronic machinery."
It claims that the mass must be equal, but then also indicates that it needs to equal the value of 50% of the cost of a purchased product. For robots or things that are expensive, like fabricators, that is unrealistic. Not even radioactives can match the price point.
The optional rule for pricing the materials has the value being 1Dx10% (35%) for most products and 2Dx10% (70%) for computers, robots, and complicated electronic machinery. That does nothing to explain what could be used to create a size 8 (1 dTon) Hive Queen worth MCr43/2 = MCr21.5 in a ton. That is 21.5 times the cost of radioactives, on average, so unachievable.
As players with fabrication chambers will likely desire to harvest their own raw materials, I took some advice from others on how they handle the situation and made my own method that uses resources in the books to make the magic happen. The only addition that is required is a means of putting more material into fabricators quickly.
I realize that this is a kludge, but without actual rules on how this is achieved other than using powdered Unobtainium, it allows for in-game fabrication using resources and raw materials that can be gathered under the rules.
A suggestion was made to use manufactured products as the input to the fabrication process, common, uncommon, and specialist, but for me, that added extra complications that I felt really didn't serve a purpose. Instead, I felt the easiest place to get raw materials in the game is asteroid mining, refining, and smelting. It's even broken down what you get from it and what it is worth, on average.
High Guard Update 2022 says this:
"Once asteroids are delivered to the station, they must be crushed, the ores and other by-products sorted, and waste released back into space. The produce is split between 50% Common Ore, 30% Uncommon Ore, 15% Crystals and Gems and 5% Precious Metals (as defined on page 244 of the Traveller Core Rulebook). For example, for every 100 tons of produce from the refinery, 50 tons is Basic Ore, 30 tons is Uncommon Ore, 15 tons Crystals & Gems and five tons Precious Metals."
When it comes to smelting, it says this:
"Ores are the normal end-product of a mineral refinery but many stations also conduct onboard processing to create more valuable materials. A smelter allows Common Ores to be processed into Common Raw Materials and Uncommon Ores into Uncommon Raw Materials. Each ton of smelter allows the processing of 0.2 tons of Ores into 0.1 tons of Raw Materials per day."
So, the output of the refining and smelting process for a ton of harvested asteroid material breaks down like this once it is fully processed:
Common Raw Materials: 25%
Uncommon Raw Materials: 15%
Crystals and Gems: 15%
Precious Metals: 5%
Waste Materials: 40%
From one ton of harvested material, you get 0.6 ton of finished materials.
Broken down by the average price in the Core Rulebook, you get this after multiplying the volume of material by its price.
Common Raw Materials: .25 ton x KCr5 = KCr1.25
Uncommon Raw Materials: .15 ton x KCr20 = KCr3
Crystals and Gems: .15 ton x KCr20 = KCr3
Precious Metals: .05 ton x KCr50 = KCr2.5
So, that 0.6 ton of material is valued at KCr9.75.
I have decided to call that mixture of raw materials a Fabrication Unit. For ease of math, it can be rounded to an even KCr10 if desired.
So, if I want to build a robot that would cost MCr43 like a Hive Queen (size 8 as stated earlier) I would need MCr30.1 (on average) in raw materials based on the higher cost of building a robot. That is 3,010 fabrication units, or 1,806 tons of raw material for a ton of robot on the other side.
To build a TL13 Hive Queen requires a TL15 Enhanced Fabrication Chamber, and the build time is 8 hours. To make it work, I would need a hopper capable of holding and using 1,806 tons of raw materials in those eight hours, which I would represent by adding an UNREP system capable of delivering at least 225.75 tons an hour. That means 11.3 tons of UNREP for the Hive Queen.
I can hardly imagine needing more, so rounding up to 12 tons and 240 tons an hour should be good for almost anything at a cost MCr6. I suppose that could be waived as part of the fabricator's feed system, and I could live with that as well.
A bit of a twist comes in when you get to Advanced or Superior fabricators. According to a side conversation with @Geir, they use nanobots to do their building, and the fabrication chambers at those levels include the capabilities of a Deconstruction Chamber to take things apart to make patterns.
So, my thoughts move to loading the asteroid material in, deconstructing it, shunting the usable raw materials to the hoppers and the waste to another, and then going right into fabricating what is desired once enough raw material has been gathered. You'd be taking out the middleman, so no refining or smelting required.
Again, this ignores the fact that the book clearly states that the mass of the raw materials is the same as the finished product. I know this. Even so, I believe that this process is faithful to the intent of the rules while ignoring the one aspect that I cannot overcome with powdered Unobtainium.
The Central Supply Catalogue Update 2022 says this:
"Fabricators require materials equal to the mass of the object created. These may be everything from simple powders to rare earths or more unusual materials, depending on the final product. In general, these materials will cost 50% of the cost of a similar purchased product, although those composed of purely common materials may have as low as a 10% material cost and those requiring rare elements may cost more to fabricate in small batches than to purchase from a manufacturer able to acquire such materials in bulk. Optionally, the Referee can impose a 1D x 10% materials cost for most products and a 2D x 10% materials cost for computers, robots and complicated electronic machinery."
It claims that the mass must be equal, but then also indicates that it needs to equal the value of 50% of the cost of a purchased product. For robots or things that are expensive, like fabricators, that is unrealistic. Not even radioactives can match the price point.
The optional rule for pricing the materials has the value being 1Dx10% (35%) for most products and 2Dx10% (70%) for computers, robots, and complicated electronic machinery. That does nothing to explain what could be used to create a size 8 (1 dTon) Hive Queen worth MCr43/2 = MCr21.5 in a ton. That is 21.5 times the cost of radioactives, on average, so unachievable.
As players with fabrication chambers will likely desire to harvest their own raw materials, I took some advice from others on how they handle the situation and made my own method that uses resources in the books to make the magic happen. The only addition that is required is a means of putting more material into fabricators quickly.
I realize that this is a kludge, but without actual rules on how this is achieved other than using powdered Unobtainium, it allows for in-game fabrication using resources and raw materials that can be gathered under the rules.
A suggestion was made to use manufactured products as the input to the fabrication process, common, uncommon, and specialist, but for me, that added extra complications that I felt really didn't serve a purpose. Instead, I felt the easiest place to get raw materials in the game is asteroid mining, refining, and smelting. It's even broken down what you get from it and what it is worth, on average.
High Guard Update 2022 says this:
"Once asteroids are delivered to the station, they must be crushed, the ores and other by-products sorted, and waste released back into space. The produce is split between 50% Common Ore, 30% Uncommon Ore, 15% Crystals and Gems and 5% Precious Metals (as defined on page 244 of the Traveller Core Rulebook). For example, for every 100 tons of produce from the refinery, 50 tons is Basic Ore, 30 tons is Uncommon Ore, 15 tons Crystals & Gems and five tons Precious Metals."
When it comes to smelting, it says this:
"Ores are the normal end-product of a mineral refinery but many stations also conduct onboard processing to create more valuable materials. A smelter allows Common Ores to be processed into Common Raw Materials and Uncommon Ores into Uncommon Raw Materials. Each ton of smelter allows the processing of 0.2 tons of Ores into 0.1 tons of Raw Materials per day."
So, the output of the refining and smelting process for a ton of harvested asteroid material breaks down like this once it is fully processed:
Common Raw Materials: 25%
Uncommon Raw Materials: 15%
Crystals and Gems: 15%
Precious Metals: 5%
Waste Materials: 40%
From one ton of harvested material, you get 0.6 ton of finished materials.
Broken down by the average price in the Core Rulebook, you get this after multiplying the volume of material by its price.
Common Raw Materials: .25 ton x KCr5 = KCr1.25
Uncommon Raw Materials: .15 ton x KCr20 = KCr3
Crystals and Gems: .15 ton x KCr20 = KCr3
Precious Metals: .05 ton x KCr50 = KCr2.5
So, that 0.6 ton of material is valued at KCr9.75.
I have decided to call that mixture of raw materials a Fabrication Unit. For ease of math, it can be rounded to an even KCr10 if desired.
So, if I want to build a robot that would cost MCr43 like a Hive Queen (size 8 as stated earlier) I would need MCr30.1 (on average) in raw materials based on the higher cost of building a robot. That is 3,010 fabrication units, or 1,806 tons of raw material for a ton of robot on the other side.
To build a TL13 Hive Queen requires a TL15 Enhanced Fabrication Chamber, and the build time is 8 hours. To make it work, I would need a hopper capable of holding and using 1,806 tons of raw materials in those eight hours, which I would represent by adding an UNREP system capable of delivering at least 225.75 tons an hour. That means 11.3 tons of UNREP for the Hive Queen.
I can hardly imagine needing more, so rounding up to 12 tons and 240 tons an hour should be good for almost anything at a cost MCr6. I suppose that could be waived as part of the fabricator's feed system, and I could live with that as well.
A bit of a twist comes in when you get to Advanced or Superior fabricators. According to a side conversation with @Geir, they use nanobots to do their building, and the fabrication chambers at those levels include the capabilities of a Deconstruction Chamber to take things apart to make patterns.
So, my thoughts move to loading the asteroid material in, deconstructing it, shunting the usable raw materials to the hoppers and the waste to another, and then going right into fabricating what is desired once enough raw material has been gathered. You'd be taking out the middleman, so no refining or smelting required.
Again, this ignores the fact that the book clearly states that the mass of the raw materials is the same as the finished product. I know this. Even so, I believe that this process is faithful to the intent of the rules while ignoring the one aspect that I cannot overcome with powdered Unobtainium.
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