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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36019 times)

10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 24 - April 2091
« Reply #375 on: February 25, 2014, 01:53:08 pm »

Quote
I'm not sure how whole the D&D vehicles are at digging down

Quote
Digging & drilling vehicles. Cost 2 RU, Size 4, Mass 4. A pair of advanced vehicles... Advanced servo technology allows them to dig even straight down, or make 90 degree turns in spaces smaller than they are...

We have a high chance of designing a cement maker, since it is easy and should be present in the databases we brought with us.
The aforementioned databases (blueprints, at least) are, I believe, in the Central Computer, which we'll need to set up first.
Ow well, so that's fixed. But, as said, we need to set up the central computer, for which we need place deep inside the compound. (Don't want it to be damaged by radiation bursts.)

Spoiler: Phase 2 crappy drawing (click to show/hide)

Anyway, phase 2 involves the construction of a small and medium cavern on the same levels as the current ones, stairs both up and down. The construction of 3 caverns below, and at least 2 cavern up. The reason for placing habitation high is that it allows us to punch up towards the surface for scenic glass domes and lifesupport air intakes.

Spoiler: Plan summary (click to show/hide)

Correct, so that's why we wouldn't need it. Also, I wasn't suggesting we use the D&D vehicles to dig down, just make an enlarged center chamber. Possibly from one of the routes we already have in. The smaller caves can be used for the extra facilities, the main one is for Habitation and Storage.

We also need an electrolyzer, or hydroponics.
Please don't edit directly into my posts. Especially not if you're doing nothing to indicate the changes. You're making it appear like I'm saying things I never said. Really, I wasn't talking to you, I was talking to UR. I never even noticed that you stealth changed things.

On a side note, the housing of 35 000 people takes a lot of space, which we don't have in the entire mountain. Besides, even if we had the space, such a large dome would immediately collapse under it's own weight. Also, it's a project that can't feasibly be done by 2 single person mining vehicles.

Edit: Really, it's extremely misguiding. After all, you make it appear as if you're supporting an existing idea, rather than changing things.
« Last Edit: February 25, 2014, 02:03:47 pm by 10ebbor10 »
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WhitiusOpus

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Re: Outpost 5 - Suggestion Game - Update 24 - April 2091
« Reply #376 on: February 25, 2014, 02:59:01 pm »

Sorry about that mistake, I did not mean to make it seem as if I was intentionally stealth changing your ideas. I was in a rush at the time, and forgot to post that I had edited it as such.

I've fixed the mistake now, and I was really only supporting your plan, which is good overall. Now, could you at least be less aggressive? It was an honest mistake, not intentional misleadment. A simple pointing out of my mistake would have been fine, I just didn't have the time to fix it.
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 24 - April 2091
« Reply #377 on: February 25, 2014, 03:34:38 pm »

Since I'm on a correct forum behavior enforcing spree anyway, might just as well continue it and request that you bold changes or add them in a color. (Or you know, just remove the quotation, the original's merely a template copied from the turn post, anyway.)

Might not seem that serious, but I've had bad experiences with this sort of things in the past.

Edit: On the actual qualitative part of the post. 35 000 people are a lot, especially if you want to include lifesupport and others. Quite unclear if you mean to store them in cryo-form or alive as well. In cryo, it seems rather dangerous to move sensitive equipment like this, and decoupling, even temporary doesn't seem like a sensible idea. (Not to forget that the cryopods probably aren't easily accessible, and that separating the cryopods from their power source seems like a bad idea. (Introducing a single point of failure, ie, the powerline to the compound))

If you mean to actually create space for the people while they're awake, then it's even worse. Even if we only take life support needs, we still need 350 Organic Sludge Compressor kits. Each takes about 200 mē, IIRC, so...
« Last Edit: February 25, 2014, 04:32:21 pm by 10ebbor10 »
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 24 - April 2091
« Reply #378 on: February 26, 2014, 04:50:02 pm »

In that Phase 2 diagram, are those habitation caverns new?  Or are they the two Medium caverns that already exist?
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 24 - April 2091
« Reply #379 on: February 27, 2014, 03:19:12 am »

Whoops. I just noticed I screwded up some parts of that drawing.

The factory and lab (temp) caves are the currently existing caves. The habitation should be above it, the labs above. (As opposed as how it's placed on the drawing, my bad)
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 25 - May 2091
« Reply #380 on: February 27, 2014, 07:04:36 pm »

Update 25 - May, 2091

Quote
1 Production or Repair action from the Damage Control/Machine Shop . 4 Manpower.
     - Build cement producing add-on
51  Working together with the Engineering team, the machine shop team puts together the parts for a large cement processor which can be linked into the Ore processor, esentially taking ground rock from the processor and adding water from a tank.  It can produce an arbitraty but large amount of cement each month.  However, they note that without a source of lime the cement will likely not set, as granite contains only a very small amount which is mostly bonded.  Lime was, on Earth, normally drawn from certain rocks; while meny of these will not be present within the volcanic valley you are in, if anywhere on the planet.  Others, however, will likely be present, if not right below the ship.

Cement Processor created.  Produces a limited but large amount of cement each turn, given proper materials.  -0.2 Basic Parts.

Quote
1 Construction action from the Powersuits. 13 Manpower.
      - Install General laboratory in cave 1
      - Install Automated production line in cave 2
      - Finish the road
      - Engine dissassembly
(11 Powersuits) + (41-15 Manpower) = 31
There are some major delays getting the control and power links into the caves across the road construction site and through the damaged ship without risk of them being damaged in the future.  They are completed, the General Laboratory is installed and operations, but the Production Line setup is barely begun by the end of the month.

Prefabricated General Laboratory installed.

Quote
1 Mining action from the D/D Vehicles. 2 Manpower.
     - Commence Compound mining phase 2
56.  Digging begins on the next stage of the underground complex.  This stage will nearly quintuple the size of the current state, and will likely a long time to complete, but already the small room for the ore processor and part of the storage room are completed, as well as the remainder of the ground-level hallway.

Compound Mining stage 2 at 53/320

Quote
1 Engineering Action - design only - from the VR pod in the Rec Commons. 5 Manpower
     - Design cement producing add-on for ore processor
     - Design ground echoing system to scan for minerals.
41.  The engineering team helps in the design and construction of the cement processor, and the result is quite robust and relatively cheap to produce.  However, it will not be of use without materials, and the prospecting system was not even really begun within the month.

Actions:

1 Production or Repair action from the Damage Control/Machine Shop, from anything which can be brought through the ship to it. 4 Manpower.
1 Construction action from the Powersuits. 2 Manpower.
1 Mining action from the D/D Vehicles. 2 Manpower.
1 Engineering Action - design only - from the VR pod in the Rec Commons.  Gains a penalty for very large or complex systems (like the new reactor design). 1 Manpower
1 Science Action from the General Laboratory.  -10 noncritical to all rolls, unless very basic.
Manpower: 23 Available

24 staff awake
-1 monitoring ship systems
35000 people in cryosleep

Life support: 25 (from ship)
        15 from CLLS
        10 from Biodome
Food production: 25 (from ship)
        15 from CLLS
        10 from Biodome
No food stores

Power: 40/150 used.  Uses .04 He-3 Fuel /month.

Resources:
1.8x  Basic Parts
3.7x  Advanced parts
1.0x  Advanced Medical Supplies
2.0x  Pressurized Air
25.38x He-3 Fuel

Bonuses:
Admiral Ellis Wright: Organization+, Morale++, Leadership++
+5 Rugged Construction of the ship.
« Last Edit: February 27, 2014, 07:07:27 pm by Draxis »
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 25 - May 2091
« Reply #381 on: February 28, 2014, 01:49:00 pm »

Anyway, seems like we'll have to find a source of calcium carbonate for our cement production. We might try to dig for a deposit, but I think we should focus on the resources we have immediately available. Calcium is a very prevalent thing in most biological life, so with a bit of luck we can use the native algae strown across the landscape. Still need to find a permanent solution though.

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Aseaheru

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Re: Outpost 5 - Suggestion Game - Update 25 - May 2091
« Reply #382 on: February 28, 2014, 04:45:25 pm »

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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 25 - May 2091
« Reply #383 on: February 28, 2014, 04:52:15 pm »

Shouldn't be that dangerous. I mean, technically we don't even need a GMO, as bioconcrete was invented in 2009 using a natural bacterial strain.
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Aseaheru

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Re: Outpost 5 - Suggestion Game - Update 25 - May 2091
« Reply #384 on: February 28, 2014, 05:01:45 pm »

Really? Well, lets just use that.
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 25 - May 2091
« Reply #385 on: February 28, 2014, 05:06:43 pm »

Well, I'm not sure we actually have the strain with us, hence why genetic manipulation is an option.
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Aseaheru

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Re: Outpost 5 - Suggestion Game - Update 25 - May 2091
« Reply #386 on: February 28, 2014, 08:14:53 pm »

Well, as that sounds insanely useful to me I dont see why we wouldn't.
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 25 - May 2091
« Reply #387 on: March 03, 2014, 09:02:32 pm »

Just saying the game isn't dead; next update will probably be Thursday.  Sorry for the disappearance.
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Draxis

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Re: Outpost 5 - Suggestion Game - Update 25 - May 2091
« Reply #388 on: March 06, 2014, 10:09:57 pm »

Update 25 - June, 2091

Quote
1 Construction action from the Powersuits. 2 Manpower.
      - Install Automated production line in cave 2
      - Install ore refinery and add-on in designated cave
      - Finish the road
      - Engine disassembly
66  This time, construction goes much better, with the APL being fully assembled, as well as part of the ore processor.
Automated Production Line set up in Medium Cavern 2

Quote
1 Mining action from the D/D Vehicles. 2 Manpower.
     - Continue Compound mining phase 2*
20  Progress is slow, but the remainder of the storage area is completed and the ground level stairs are begun.
Medium Storage cavern complete
Compound Mining stage 2 at 75/320


Quote
1 Engineering Action - design only - from the VR pod in the Rec Commons. 5 Manpower
     - Design ground echoing system to scan for minerals.
     - Design algae recycling system
51 By the end of the month, the engineers have built a large device which can detect faults or shifts in rock type for up to 150 metres below it.  Unfortunately, it is very difficult to move around, requiring partial disassembly and either construction equipment or a lot of people.  They want to work more try to make it smaller and more mobile, but it could be used immediately to start a survey instead. Directly underneath the Storage cavern, there are no irregularities detected.
-0.2 Basic Parts
Large Sonar Mapper acquired.

Quote
1 Science Action from the General Laboratory.  -10 noncritical to all rolls, unless very basic.
     - Analyze atmosphere. We kind-off want to know about any possible dangers
     - Develop bioconcrete (Ie, GMO bacteria capable of producing  CaCoģ, resulting in self repairing concrete. Also, allows alternative sources of Ca being used.)
76  The atmospheric composition proves to be as previously determined, high on oxygen but quite breathable.  No algae was detected floating around in the air, and it should be safe to breathe with no special equipment.  The high oxygen levels are unhealthy after long periods and increase the rate of corrosion, though.

Huge cloud formations have been spotted on the horizon; while not confirmed, it is likely that a cyclone has formed in the area.  Its course and stength are unknown.



Actions:

1 Production or Repair action from the Damage Control/Machine Shop, from anything which can be brought through the ship to it. 4 Manpower.
1 Production Action from the Automated Production Line. 2 Manpower.
1 Construction action from the Powersuits. 2 Manpower.
1 Mining action from the D/D Vehicles. 2 Manpower.
1 Engineering Action - design only - from the VR pod in the Rec Commons.  Gains a penalty for very large or complex systems (like the new reactor design). 1 Manpower
1 Science Action from the General Laboratory.  -10 noncritical to all rolls, unless very basic. 3 Manpower.
Action from the Large Sonar Mapper.  Allows the detection of changes in rock form or composition for up to 150 metres underground. Very bulky and hard to move. 8 Manpower.
Manpower: 23 Available

24 staff awake
-1 monitoring ship systems
35000 people in cryosleep

Life support: 25 (from ship)
        15 from CLLS
        10 from Biodome
Food production: 25 (from ship)
        15 from CLLS
        10 from Biodome
No food stores

Power: 59/150 used.  Uses .04 He-3 Fuel /month.

Resources:
1.6x  Basic Parts
3.7x  Advanced parts
1.0x  Advanced Medical Supplies
2.0x  Pressurized Air
25.34x He-3 Fuel

Bonuses:
Admiral Ellis Wright: Organization+, Morale++, Leadership++
+5 Rugged Construction of the ship.
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10ebbor10

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Re: Outpost 5 - Suggestion Game - Update 26 - June 2091
« Reply #389 on: March 07, 2014, 08:18:39 am »

Ok, this might be bad. Lot of water incoming, and of course severe winds and such.
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