An Alternate Take On Fabrication Rules

Or cast resins or injection moulded plastics, or formed ceramics or any one of a gazzilion other methods that are already part of the diversity of conventional manufacturing methods.

The benefit of fabricators is that you can make most things cheaper than buying the finished product at retail rates, not that you can make them cheaper than using any other manufacturing technology.

They will not necessarily be quicker or more efficient than conventional manufacturing. You can stamp out washers far more quickly than you can 3d print them. If you watch industrial manufacturing it usually has to be slowed down to see what is happening. 3D printing needs to be speeded up to make it watchable.

Fabricators primary advantage over conventional manufacturing is in saving cost and time for retooling. You can print a gun and once it is finished you can immediately print a bicycle without significant retooling. To do that with conventional manufacturing would take hours, days or even weeks of retooling and reorganisation (and in all that time you are not producing product and running at a loss). Fabricators are great for one-offs (R&D or responsive manufacturing) or very limited production runs.

Conventional manufacturing can produce 1000's of items per day, but it needs to in order to take advantage of economy of scale and will probably be running at a loss until it is well into it's production run. Once it is past that point it will make more profit per item than if the products were made with a fabricator. However having to produce 10,000 toasters is not really a disadvantage in an interstellar trade environment.

You should also not forget design cost. Most peoples experience of 3d printing is using free patterns or hacking one themselves. This can be very satisfying, but it is not necessarily commercially viable. The design cycle is a fixed cost in a commercial manufacturing context which front loads the cost. You could buy the rights for a certain number of iterations and the cost be amortised over the production run, but it will be more cost effective to do the designing in house (which means you can iterate your product) or buy an unlimited license. The more you make the cheaper it becomes per item.

Commercially viable designs will generally go to the highest bidder and that generally won't be small run factories or individuals. Any cheap design will usually be out-of-date or flawed and need tweaking. This is one of the reasons why retro tech is often cheaper (both in game and IRL). Those outmoded designs have already paid off their investment and goods produced using them are less attractive to the consumer. Small companies can then buy them up cheap, produce them using less modern machinery (which they may have acquired second hand) and can crank them out to support the probably stable residual market, while the big boys chase the riskier but infinitely more profitable innovative markets. Far enough down the line if they were good designs they might even become considered classics and enjoy a resurgence and a small producer might enjoy disproportionate success.
 
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Commercially viable designs will generally go to the highest bidder and that generally won't be small run factories or individuals. Any cheap design will usually be out-of-date or flawed and need tweaking.

But in an old Empire there should be lots of public domain out of copyright/patent items available to use by the lower TL planets (and people trading with them).
 
Probably the most important point is that if a private individual can make something with a fabricator, a large manufacturer can use the exact same methods but use economies of scale to undercut them. In addition to that, they have access to other production options that will be used if cheaper.

Design matters are mostly unaffected by production methods, although available methods usually inform design choices. At any level of scale production, cost of design is usually a minor cost, paid once and recouped a little bit at a time from each sale.

It's probably still mostly a supply chain matter. Fabricators shine in reducing inventory and delivery aspects, but the overall cost of making something and getting it to the buyer is what matters. If you can get a widget to the customer for less than they can make it, they will generally not make it, regardless of most other factors. Pride? Patriotism? Maybe.

Legal issues are definitely a factor. Obviously something that is not available is outside this discussion - no economy of scale would overcome that.

Guns being illegal makes a gun printer attractive. But if guns are freely available at 90% of the cost and can be picked up from the gun shop in half the time it takes to print one, why bother? And are you that confident your home manufacture is as reliable and free from defects as a commercially produced one with a warranty should be?
 
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How many of the item will you need?

And, profit margin?

Then, quality of material.

If you want to print a ghost gun, then it should be worth it.

If you want to print a finely detailed figurine, you might really have to invest in an expensive fabricator.


s-l1200.jpg
 
Maceration of third degree burns.

Liquification necrosis.

I recall a soldier who survived an explosion during an invasion (possibly D-Day?) . He describe the sudden extreme heat and the liquification of skin of the people around him, as a bomb hit his landing craft.. Maybe he was describing one of these processes or something else.
 
Alright, my statement that everything has a liquid phase was indeeed too simplistic. But you get what I meant; mould making, one of the oldest and most basic manufacturing techniques, will almost certainly remain in use at some level.
 
Even TL17 fabricators can't manage superdense materials. It's likely there are other edge cases that need different manufacturing processes, likely ones that require the full ingenuity of TL17 to begin with. The gathering of the required materials may also not be a good job for a fab, or at least a general purpose one. You might use nano or fab technology to refine fuel, but actually scooping up hydrogen would still happen. In some cases a fab *might* be able to process a material into usable elements, but disposing of unwanted elements might be awkward.

And then, gosh darn it, you run out of phosphorus in the middle of printing an arm.
 
Even TL17 fabricators can't manage superdense materials. It's likely there are other edge cases that need different manufacturing processes, likely ones that require the full ingenuity of TL17 to begin with. The gathering of the required materials may also not be a good job for a fab, or at least a general purpose one. You might use nano or fab technology to refine fuel, but actually scooping up hydrogen would still happen. In some cases a fab *might* be able to process a material into usable elements, but disposing of unwanted elements might be awkward.

And then, gosh darn it, you run out of phosphorus in the middle of printing an arm.
A side discussion with @Geir about fabricators brought out that TL19 Superior Fabricators can handle superdense/collapsed materials. Now it just needs to make it into a rulebook somewhere. ;)
 
Is there a MGT2e ultra tech TL chart anywhere for when various things usually come in? CRB just goes up to TL15, and High Guard and CSC have narrow focuses.

Or are we still relying on the various other editions?

Because I am thinking that at some point you're no longer limited to input material composition. You just transform whatever you have to hand into the elements you require, be it matter transmutation or energy-to-matter stuff. TL30?

Although by that point, is it even Traveller anymore? :unsure:

Everyone's likely an immortal psionic godling with personal interstellar portal flight rings.

Traveller: Lensman
 
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Is there a MGT2e ultra tech TL chart anywhere for when various things usually come in? CRB just goes up to TL15, and High Guard and CSC have narrow focuses.

Or are we still relying on the various other editions?
The World Builders Handbook has eleven Tech categories. Four of those categories go to TL16.

Then there is the Tech Level Comparison Chart over at the Trav Wiki. Even more broader and deeper.

Although by that point, is it even Traveller anymore? :unsure:

Everyone's likely an immortal psionic godling with personal interstellar portal flight rings.
Perhaps, there are no gods. Instead the Tech Levels go beyond what is possible in the Traveller Universe.
 
At a minimum the TL chart should cover every TL that world generation can output...

MegaTraveller had a smattering of TL16+, TNE and T4 offered a bit more but the most comprehensive is T5.

GURPS 4e UltraTech is an alternative source I gave used
 
The World Builders Handbook has eleven Tech categories. Four of those categories go to TL16.

Then there is the Tech Level Comparison Chart over at the Trav Wiki. Even more broader and deeper.


Perhaps, there are no gods. Instead the Tech Levels go beyond what is possible in the Traveller Universe.
Traveller Wiki draws from all sources, and is anchored by T5. I know what T5 says, but was interested in what Mongoose says. Good pick up about WBH, I have it but forgot to check it.
 
Inconsistant, or just has omissions? I haven't thoroughly checked it because HG doesn't have a unified table, but the only things I've spotted are not listing J-7 at TL16 and not mentioning Titanium steel. Most of the TL stuff listed in WBH isn't in HG either.
 
An approach I would take, if I was writing 'Manufacturing Plant' rules is that each manufacturing plant takes in 'production stock materials' and out puts 'product' of its' own TL. I would make manufacturing a multi-step process:
1} Extraction (produces ore)
2} Smelting/refining (produces material)
3} Making production stock (produces components)
4} Producing product (produces finished goods)

The basic assumption is X Cr of input = >X Cr of output; but this improves as TL rises. At TL 1 1000 Cr in might equal 1001 Cr out, and half of the material is 'waste'; but TL 2 would produce both more value & less waste, etc. If you want to model more valuable output, feed in more input -- but the higher Cr output means more waste.

This is for Manufacturing Plants; Fabricators would produce more waste for a given (lower TL than the fabricator) item from a (TL appropriate to the item) Manufacturing Plant.

Lay out the 'productivity' and 'waste' curves so as not to cross the 100% mark before 'maximum TL' unless you are prepared to explain it. The 'waste' might just be useful for making bricks, or some fraction of it might have enough value to go back into the 'Extraction' end of production.

Bleah. I am just roughing this; I haven't really thought it through. I will probably build a spreadsheet at some point. Sorry for being a bit incoherent.
 
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