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<blockquote data-quote="garrowolf" data-source="post: 5205263" data-attributes="member: 31900"><p>Next thing I am working on for my Fusion Age game is the Minifac. Basically a minifac is like a cross between a 3d printer and a vending machine. You get a pattern from the internets. You go to a Minifac and flash the machine with the pattern. It takes several materials and makes the item that you want. The item could be anything relatively simple. If it includes components that it can't make then you can put some extra components into a hopper and it will add them if it is included in the pattern how to do so. You could make nearly anything with these things including clothes, furniture, simple computers, parts for larger items, etc. It would have a wide set of materials to choose from and these materials would be designed to be easy to return to the machine to take apart again. </p><p></p><p>The idea is that this will change the normal economics and trade so that the only things that are purchased besides some components are larger and very complex items. I was thinking that the materials would come in little cubes so the term 'cubits' developed to represent materials amounts for minifacs. </p><p></p><p>A person on a ship or a space station with limited space and materials would have a salary, a place to live, medical, and a certain amount of cubits all based on what your rank or position was. So you have a certain number of cubits to cover the goods that you would fill your place with. Maybe you keep some in reserve for parties. You go and fabricate some stuff for the party, chairs, plates, cups, etc. and bring it back for use. Then you clean it up and take it back and get your cubits credited back. This way you don't have to have a huge amount of different things in ship's stores and people don't have to lug as much around most of the time. They just keep patterns of the things they like. </p><p></p><p>So I am basically trying to figure out how to work out the amount of cubits things would be. Somethings would basically be a bag filled with expanding hardened foam like furniture but other things would be more dense. It could just be weight but I'm not sure how much things would weigh if you could make a couch out of expanding foam. Even that would be light. Plus things get more complex because of different patterns of the same type of item. I was thinking of some things with a base number of cubits and some variations for more cubits or something like that. </p><p></p><p>Also you would be able to purchase items if you were passing through. You would be able to keep the pattern of things you bought. Basically the value of the cubit would change based on being closer or farther away from shipping lanes or major cities. Most items would be listed by their cubits cost so this way you can have the value of all of the items change from place to place very easily and simply. </p><p></p><p>Anyway, any ideas to help develop this?</p></blockquote><p></p>
[QUOTE="garrowolf, post: 5205263, member: 31900"] Next thing I am working on for my Fusion Age game is the Minifac. Basically a minifac is like a cross between a 3d printer and a vending machine. You get a pattern from the internets. You go to a Minifac and flash the machine with the pattern. It takes several materials and makes the item that you want. The item could be anything relatively simple. If it includes components that it can't make then you can put some extra components into a hopper and it will add them if it is included in the pattern how to do so. You could make nearly anything with these things including clothes, furniture, simple computers, parts for larger items, etc. It would have a wide set of materials to choose from and these materials would be designed to be easy to return to the machine to take apart again. The idea is that this will change the normal economics and trade so that the only things that are purchased besides some components are larger and very complex items. I was thinking that the materials would come in little cubes so the term 'cubits' developed to represent materials amounts for minifacs. A person on a ship or a space station with limited space and materials would have a salary, a place to live, medical, and a certain amount of cubits all based on what your rank or position was. So you have a certain number of cubits to cover the goods that you would fill your place with. Maybe you keep some in reserve for parties. You go and fabricate some stuff for the party, chairs, plates, cups, etc. and bring it back for use. Then you clean it up and take it back and get your cubits credited back. This way you don't have to have a huge amount of different things in ship's stores and people don't have to lug as much around most of the time. They just keep patterns of the things they like. So I am basically trying to figure out how to work out the amount of cubits things would be. Somethings would basically be a bag filled with expanding hardened foam like furniture but other things would be more dense. It could just be weight but I'm not sure how much things would weigh if you could make a couch out of expanding foam. Even that would be light. Plus things get more complex because of different patterns of the same type of item. I was thinking of some things with a base number of cubits and some variations for more cubits or something like that. Also you would be able to purchase items if you were passing through. You would be able to keep the pattern of things you bought. Basically the value of the cubit would change based on being closer or farther away from shipping lanes or major cities. Most items would be listed by their cubits cost so this way you can have the value of all of the items change from place to place very easily and simply. Anyway, any ideas to help develop this? [/QUOTE]
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