mavikfelna
Cosmic Mongoose
I need some help. Thanks to @Terry Mixon I realize I need a fabricator on my TL12 exploration vessel in my current game. I don't have a huge ship's fund but I can pull on a megacredit if I have to. We have a workshop to put in so we're good there. So on to the questions.
What size TL13 fabricator would you recommend for a 200 ton, TL12 exploration vessel that also does a fair bit of trade and passenger carrying? We have a tendency to get shot at so ship repairs are a needful thing and we're always having to buy random bits of tech and equipment everywhere we go so being able to fabricate things is a necessity. Is a 10 liter big enough?
Also, the TL13 Fab supports a bioreaction chamber and my character is a doctor so I see possible medical use as well. With a bioreaction chamber, can you print food? So could I make good, portable emergency rations to use or sell?
What about raw materials? Do we just need Common and Uncommon raw material? What is the cost for bulk purchasing it to have enough on hand for repair parts and what not?
Ok, so now the next question is, what about a TL16 Prototype Advance Fab? We're going to Darrian space and it's possible we could pick up a 1 liter external chamber. Because it's an Advanced fab, we could then have it start making more of itself. If we get it, how much material and credits will it cost to build itself into a 10 liter, a 50 liter and finally a 100 liter? The prototype 1 liter will cost 1.5MCr by it self.
What about a desconstructor? I don't know where the rules for those are. I know they exist because they're in @Arkathan's spreadsheet but no idea how to use them. I assume they can take something like a raw asteroid and break it down into it's molecular parts for use in a fab that is capable of using that kind of raw material? How much would it be to add a deconstructor to the TL16 Prototype Adanced Fab?
What size TL13 fabricator would you recommend for a 200 ton, TL12 exploration vessel that also does a fair bit of trade and passenger carrying? We have a tendency to get shot at so ship repairs are a needful thing and we're always having to buy random bits of tech and equipment everywhere we go so being able to fabricate things is a necessity. Is a 10 liter big enough?
Also, the TL13 Fab supports a bioreaction chamber and my character is a doctor so I see possible medical use as well. With a bioreaction chamber, can you print food? So could I make good, portable emergency rations to use or sell?
What about raw materials? Do we just need Common and Uncommon raw material? What is the cost for bulk purchasing it to have enough on hand for repair parts and what not?
Ok, so now the next question is, what about a TL16 Prototype Advance Fab? We're going to Darrian space and it's possible we could pick up a 1 liter external chamber. Because it's an Advanced fab, we could then have it start making more of itself. If we get it, how much material and credits will it cost to build itself into a 10 liter, a 50 liter and finally a 100 liter? The prototype 1 liter will cost 1.5MCr by it self.
What about a desconstructor? I don't know where the rules for those are. I know they exist because they're in @Arkathan's spreadsheet but no idea how to use them. I assume they can take something like a raw asteroid and break it down into it's molecular parts for use in a fab that is capable of using that kind of raw material? How much would it be to add a deconstructor to the TL16 Prototype Adanced Fab?