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Author Topic: Build a Colony: An educated adventure.  (Read 74508 times)

Armok

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Re: Build a Colony: An educated adventure.
« Reply #525 on: January 15, 2012, 11:27:25 am »

Spoiler (click to show/hide)

Add increased metabolism so any cuts or wounds would heal faster, this would also keep our cabbage surplus in check. Thickened skin + lesser pain receptors too?
That... is not actually all that bad an idea. Faster metabolism will mean higher oxygeb consuption, but makeing it trigered by the stress response of injury or combat should work well, and no pain is a good idea on these expendible clones.

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So says Armok, God of blood.
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III...

Elfeater

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Re: Build a Colony: An educated adventure.
« Reply #526 on: January 15, 2012, 11:43:00 am »

Spoiler (click to show/hide)

Add increased metabolism so any cuts or wounds would heal faster, this would also keep our cabbage surplus in check. Thickened skin + lesser pain receptors too?
That... is not actually all that bad an idea. Faster metabolism will mean higher oxygeb consuption, but makeing it trigered by the stress response of injury or combat should work well, and no pain is a good idea on these expendible clones.
What about runs on booze?
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I for one support our child snatching overlords.
there is a difference between droping red numbers representing magma on Es representing elves, and finding it hot when a girl moans like a retarded seal

Ochita

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Re: Build a Colony: An educated adventure.
« Reply #527 on: January 15, 2012, 11:54:33 am »

Haha, no. That's just too silly, and impracticable.

Instead of making the eyes wide, and dilating quickly, add more rod photo-receptors, to replace some of the cone receptors in the eye. That should help in low light conditions.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Angle

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Re: Build a Colony: An educated adventure.
« Reply #528 on: January 15, 2012, 12:07:47 pm »

Also, see about fixing the eye so that it has the photosensitive parts in front and the capillaries and nerves in back, so that they won't have blind spots.
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Elfeater

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Re: Build a Colony: An educated adventure.
« Reply #529 on: January 15, 2012, 12:28:37 pm »

Resistant to the effects of alchol then
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I for one support our child snatching overlords.
there is a difference between droping red numbers representing magma on Es representing elves, and finding it hot when a girl moans like a retarded seal

Ochita

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Re: Build a Colony: An educated adventure.
« Reply #530 on: January 15, 2012, 12:31:46 pm »

Resistant to the effects of alchol then
I don't think we're going to be giving them alcohol. Because its impractical, for what we need at the moment.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Angle

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Re: Build a Colony: An educated adventure.
« Reply #531 on: January 15, 2012, 12:47:18 pm »

Also, we don't have any alcohol. Although now that i think about, you had said that the cloning module would have waste products if loaded with raw material. What kind of waste products?
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Elero

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Re: Build a Colony: An educated adventure.
« Reply #532 on: January 15, 2012, 02:04:03 pm »

They ate the Clone they killed, can we make the Clones poisonous to the Lobster wolves ?
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Grand Master Lurker
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Re: Build a Colony: An educated adventure.
« Reply #533 on: January 15, 2012, 02:19:02 pm »

They ate the Clone they killed, can we make the Clones poisonous to the Lobster wolves ?

Perhaps by adding some poisonous riverweed DNA? or is that poisonous to lobster wolves?
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #534 on: January 15, 2012, 02:43:10 pm »

They ate the Clone they killed, can we make the Clones poisonous to the Lobster wolves ?
They ate the Clone they killed, can we make the Clones poisonous to the Lobster wolves ?

Perhaps by adding some poisonous riverweed DNA? or is that poisonous to lobster wolves?

We don't want to upset the entire ecosystem by eridicating an entire species. If the wolves are smart enough not to charge mindlessly towards their death they'll leave us alone because of our lasers, and not because we're inedible.( Something they'll only notice after our death)
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Hubris Incalculable

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Re: Build a Colony: An educated adventure.
« Reply #535 on: January 15, 2012, 03:05:47 pm »

They ate the Clone they killed, can we make the Clones poisonous to the Lobster wolves ?
They ate the Clone they killed, can we make the Clones poisonous to the Lobster wolves ?

Perhaps by adding some poisonous riverweed DNA? or is that poisonous to lobster wolves?

We don't want to upset the entire ecosystem by eridicating an entire species. If the wolves are smart enough not to charge mindlessly towards their death they'll leave us alone because of our lasers, and not because we're inedible.( Something they'll only notice after our death)
In any case, if we can capture one, it would be worth our while to test if the toxin in poisonous riverweed is indigestible to lobster wolves.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #536 on: January 15, 2012, 03:55:20 pm »

They ate the Clone they killed, can we make the Clones poisonous to the Lobster wolves ?
They ate the Clone they killed, can we make the Clones poisonous to the Lobster wolves ?

Perhaps by adding some poisonous riverweed DNA? or is that poisonous to lobster wolves?

We don't want to upset the entire ecosystem by eridicating an entire species. If the wolves are smart enough not to charge mindlessly towards their death they'll leave us alone because of our lasers, and not because we're inedible.( Something they'll only notice after our death)
In any case, if we can capture one, it would be worth our while to test if the toxin in poisonous riverweed is indigestible to lobster wolves.
Also to test whether or not it works as a contact poison, and if it creates poison smoke when burned. This Could come in use. It'd be great if we Had Our fences reinforced with Poison vines. When the lobster wolves come, test the wind and if in favor, Laser burn the vines onto fire and let the wolves succumb to poison smoke.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #537 on: January 15, 2012, 06:52:40 pm »

Although now that i think about, you had said that the cloning module would have waste products if loaded with raw material. What kind of waste products?

Looks like i completely forgot about that. It's probabley going to be a sludge with all the stuff the cloning module diddn't use in it.

EDIT: No updates today.
« Last Edit: January 15, 2012, 07:33:27 pm by Evil Lincoln »
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #538 on: January 15, 2012, 09:48:41 pm »

Could we catch it in barrels and distill it into alcohol or some other useful chemical?
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #539 on: January 15, 2012, 11:40:35 pm »

We could sell it as "exotic Planet Xian distilled herbal remedy".
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