I read the first part and skimmed the second.
Thought it'd be something like that. So, can we start the project then? Are you clear on the steps we're taking and in what order? If yes, when should I check back in to see if there's problems or issues we should address? Or will you just notify us when that happens?
Basically, all you need is to decide with the mission 26 people as to what universe to send it in, and then have one of them do that as an action. As per when to check back on it, I'd give it a bit. Check back every so often to see if it's grown to a usable state.
Wait, what about the VR testing phase, and the field test in a controlled environment (eg a moon somewhere in the Hep system)? Can we assume those all went off without a hitch, or did you roll and did we just get lucky (or unlucky, if the roll indicated there are problems but we don't find them)?
Eh, we can but whatever. Even if we do it there's still a chance of failure no matter what you do. We can fuck around in testing to make you feel better and so you can maybe patch one failure point, but I'll always find another way to fuck ya if you roll bad.
SO WE MIGHT AS WELL GET THIS ORGY STARTED!
Point taken. However, I'm currently on a mission, so I'm not sure if it'd be ok to brief Hep/M26 people on the project. Should I, or should I wait till the mission is over? And if yes, should we explain it as communicating through the portal in real time (which would be weird, since you'd expect Miya to stay focused on the task at hand unless there hasn't been anything incoming for a long time), or pretend said briefing happened at some other time before or after the mission (aka Hep brand Flexible timeTM?
Also, can I decide for myself whether said project has been secretly in the works at Hep up till now, or if it has been done in collaboration with other Hep peeps? There's been input from others OOC'ly, but not really much IC'ly, so I'm not sure yet how we'll be spinning this (though Miya keeping a very close eye on it and not allowing direct alterations/additions unless seen and approved is a given either way).
Finally, how many of these auto-colonies do we have access to right now, and do we have to select the modules we want to send over to any particular candidate, or are the appropriate modules just chosen automatically?
These are said modules, in case you don’t remember:-Central command module: the brain of the colony, does the long term planning, day to day management as well as coordinating the different parts (such as instructing/delegating the Heabi brains what to do, programming sharkmist, remote controlling equipment/robutts,...).
-Heabi module: bunch of Heabi flesh mass and a Heabi brain for controlling it. Said brain is slaved to/subservient to the central unit and scrubbed of residual self-preservation or propagation instincts the species had (insofar as we can manage that) except for what it needs to function, to try and prevent it from going haywire and reviving our fungal friends.
-sharkmist module: bunch of sharkmist that can be programmed to do whatever. It'd be the most potent form of the stuff we have, but kept strictly dormant and contained well, with the idea that if the colony needs it it would take some of it and program/neuter it as much as needed so it can do its job while lowering the chance of accidental gray gooing.
-raw materials, organic: as it says in the tin. For use by the Heabi mostly, probably.
-raw materials, inorganic: as it says in the tin. For the most basic construction needs, such as generators of different kinds.
-Blueshard batteries. Loads of 'em.
-colonist resources: stuff for consumption by human colonists (in case those are used, of course) until a local production chain is set up (eg food, water, toilet paper, whatever).
-databanks, basic: all the data needed for setting up a self-sufficient colony that could sustain human life and propagate it (eg scientific knowledge, schematics, snowglobe data, a concise history of the race to help remember the descendants who they are and where they come from, ...)
-databanks, extended: all the knowledge that isn't strictly neccesary for humanity to survive, but which would be nice to keep alive if we can manage (eg data on works of art and literature and other 'frivolous' but very human subjects).
-embryo banks: those frozen embryo's, as well as all the knowledge needed for raising them into functional adults (eg vr education programs and the like).
-hab units: in case we wanna send live colonists along right off the bat, this module contains all the amenities they need to survive (sleep units, recycling machinery, the works).
-Colonists: A bunch of humans basically. I mean, really, this hardly needs explaining. Goes together with previous for most part, put it separate for now for flexibility, can still be rolled up into 1 should that be easier.
-stasis banks: again for when we wanna transport actual people, but don't wanna bother keeping them awake (and fed and all the extra space and resources that requires).
-EUE, tiny: the smallest EUE we can get away with, for basic exchanging of information between worlds, can transport usb sized objects.
small: EUE's ranging from those that can send something the size of a large person up to a small car.
-EUE, medium: EUE's in the vicinity of the one we currently have on Hep.
-EUE, large: the largest ones, for sending around things in bulk (eg for when we find a dimension not very suitable for life, but with very interesting materials that we can instruct the colony to mine industrially and send over to another dimension) or large ships.
These come in various sizes, as need dictates (probably small, medium and large for convenience). Can be shipped in modules and assembled on site (allowing for smaller EUE's to be used on our side) or come pre-assembled. Size is according to EUE size (eg medium EUE can transport up to medium ship as a whole, though could also send over a large one in parts).
-bodywork: frame of the spaceship, comes in parts to be assembled on site.
-engines, sensors, and other components a spaceship needs (are slotted into the frame).
-whatever robutts/machines needed to do the assembling.
-fuel/reaction mass/blueshard: because I don' think the blueshards would be ideal, and a spaceship would need quite some fuel either way. If blueshards are the best option though, or if something like pocket dimension infinite mass production works, we use that. Remember that not every colony would work via space ship, it's more for those that would require travel to get to a good location.