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Author Topic: Build a Colony: An educated adventure.  (Read 74352 times)

ansontan2000

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #765 on: April 05, 2012, 11:38:03 pm »

Awesome. Just awesome.
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Dragor23

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #766 on: April 06, 2012, 04:43:40 am »

Can we build modules self?

Or is this impossible?
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Evil Lincoln

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #767 on: April 06, 2012, 05:35:26 am »

Can we build modules self?

Or is this impossible?

You can either research your own using the R&D module (Or a facility equiped to do research) or convince one of the companies to share their blueprints with you.

Of course eventualy you'll have access to components so you probabley won't even need modules (unless you are setting up a base fast). You will build facilities and equip them with things like cloning tubes and computers.

Dragor23

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #768 on: April 06, 2012, 05:37:43 am »

Can we build modules self?

Or is this impossible?

You can either research your own using the R&D module (Or a facility equiped to do research) or convince one of the companies to share their blueprints with you.

Of course eventualy you'll have access to components so you probabley won't even need modules (unless you are setting up a base fast). You will build facilities and equip them with things like cloning tubes and computers.

Oh wow, that's awesome.

And I think we need some domestic animal... Watchlobsterdogs. Yesh.
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Flying Dice

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #769 on: April 06, 2012, 10:09:29 am »

This lives?  :D


>For now, have one of the workers dig a shaft from the main pit, slanting downward toward the patch of silicon-rich soil. If it reachs the horizontal location but is too high, dig down, leaving a ramp/stairway along the side of the shaft.

We'll probably want to get more water soon, if it doesn't rain, both for the agriculture and for if/when we start making concrete powder and begin work on a stronger wall.
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Talvara

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #770 on: April 06, 2012, 10:59:07 am »

when we start digging actual tunnels (instead of a big open dig hole)

We'll need to allocate some wood (or other suitable material) to act as supports I think.
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kaian-a-coel

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #771 on: April 06, 2012, 02:49:21 pm »

when we start digging actual tunnels (instead of a big open dig hole)

We'll need to allocate some wood (or other suitable material) to act as supports I think.
I support the tunnels. Maybe use concrete later for support.
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Dragor23

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #772 on: April 06, 2012, 02:55:04 pm »

when we start digging actual tunnels (instead of a big open dig hole)

We'll need to allocate some wood (or other suitable material) to act as supports I think.
I support the tunnels. Maybe use concrete later for support.
Yes, tunnels are good.
We could make artifactial caves for storing.
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Armok

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #773 on: April 06, 2012, 03:21:59 pm »

> we need to FABRICATE a pump, some wire, and some pipe sections, then get started on getting more water.

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Lord Allagon

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #774 on: April 07, 2012, 11:28:03 pm »

This lives?  :D


>For now, have one of the workers dig a shaft from the main pit, slanting downward toward the patch of silicon-rich soil. If it reachs the horizontal location but is too high, dig down, leaving a ramp/stairway along the side of the shaft.

We'll probably want to get more water soon, if it doesn't rain, both for the agriculture and for if/when we start making concrete powder and begin work on a stronger wall.
+1
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Cellmonk

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #775 on: April 08, 2012, 01:50:33 am »

That uniform is awesome. just. awesome.

love the cape, and trilaterally symmetrical emblem with a superimposed creature.

its perfect.

Do we have the capability of branding our clones with the emblem? 'Cause that would feel properly dystopian. They come out of the pod all wet, and then a clone comes up to them and shoves a red hot branding iron into their forehead.
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kaian-a-coel

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #776 on: April 08, 2012, 05:32:17 am »

Do we have the capability of branding our clones with the emblem? 'Cause that would feel properly dystopian. They come out of the pod all wet, and then a clone comes up to them and shoves a red hot branding iron into their forehead.

why not genetically engineering them to make the mark directly appear on the shoulder? like a "natural" tatoo?

So that they come out of the pod all wet, with the brand already there.
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Dragor23

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #777 on: April 08, 2012, 05:49:45 am »

Or just make a hot iron...
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Lord Allagon

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #778 on: April 08, 2012, 08:27:07 am »

why not genetically engineering them to make the mark directly appear on the shoulder? like a "natural" tatoo?
So that they come out of the pod all wet, with the brand already there.
This.
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Yes, they do not need booze, they can work entirely off of water.
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Evil Lincoln

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #779 on: April 08, 2012, 08:32:19 am »

I was going to update today but i ran into some difficulties* when I tried to put uniforms on the clones.

*see also: 'weird shit'

Also i'm glad to see that you all approve of the uniforms (even if they are freaking flash out).
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