Zutroi wrote:
"DoD has the first prototypes in field test right now, basically it's one of those 3D prototyping tools that will sinter together a gear or suchlike from a supply of powdered metal."
Zutroi,
I've seen them in action and they are damn near magical. The best way I can explain what they do is by having someone imagine a 3D laser printer; the machine makes pass after pass, laying down layer after layer of various materials until the part is formed. I've also seen a 'rapid prototyping' machine which laser cuts cardboard-thick paper into various shapes, paper which is later glued together into layers to form a 3D object.
These wonderous require a supply of some pretty special materials, some rather specialized maintenance, and some nifty programming. A colony will need to figure out how to feed, fix, and maintain such a machine. The question then becomes; Considering the effort required to maintain, supply, and operate such a machine, how much of our needs *really* need to be supplied by it? You'll see 'can't live without' items being produced by it; medical gear, commo equipment, etc., while other, less important stuff is left to 'make do'. Hence my example of a colonist having a solar powered computer in a 'soddie' hut with an outhouse.
"By Stellar Tech I'd expect it to utilize several different compounds to make more complex items, but it would not be of the "Santa Claus Machine type. You might be able to make the parts to an internal combustion engine, for example, but someone would still have to assemble the parts."
Agreed. And you'll need someone to make fuel for the IC engine. Fabricator-built biomass stills perhaps?
"That's why miners, geologists, etc. are essential regardless of the tech you're going to provide your colonists with. I'll also add metallurgists to the essential lists, along with someone who knows how to build and operate a smelter."
Yup. You'll need anyone who can help provide the materials and energy that fabricator requires. The better you are at feeding, operating, and maintaining it, the more goodies you can have.
"Since we're all rather familiar with Tech levels ranging from 4-8, I'd suggest that this range would be the best one to consider for Vegascat's prospective colony. With that in mind:"
(snip of great list)
Glad to see dentist and midwife on that list of your's. They often get overlooked. Glad to see 'old fashioned' laboring types too. Someone has to farm, build, dig, etc. right?
I'd expect a lot of the pre-colony work would involve biologists staffing an agricultural station in the area. They'd check out local plants and animals as prospective domestication candidates and then work out most of the issues surrounding their being raised. They'd also work on which off-planet plants and animals could be successfully transplanted to the world. From a budgetary standpoint, an ag-station would be worth it's weight in iridium. Once you've got a handle on the food question, everything else falls into place.
Sincerely,
Larsen