- Wouldn't have thought of using the "contaminants" from wilderness refueling as chemical feedstock for the biome
Most people don't ... until it's pointed out to them.
I mean, seriously ... what's the difference between unrefined and refined fuel (aside from price per ton and chance of misjumping?).
Answer ... "waste chemistry" ... if you start to think about the problem even a little bit, particularly in light of the fact that fuel purification plants are going to need to be able to deal with a WIDE variety of unrefined fuel sources (oceans on different planets! gas giants with different atmosphere mixes! etc.).
Plus, you're going to need the power of a fusion reactor to do all of the electrolysis/chemical separation work for you anyway, so ... might as well put that "waste chemistry" to good use. I mean, if you're already generating "waste chemistry" from wilderness refueling in order to avoid having to pay for starport fuel (~165 tons consumed per jump = Cr165,000 unrefined or Cr825,000 refined fuel costs!
) and keep overhead expenses low enough (because wilderness refueling is "free" aside from travel time and skimming duration required). So you're using fusion power to do chemical refining in a fuel purification plant ... and all of the "waste chemistry" from doing that fuel refining is going to be a more concentrated form of "Not L-H
2" that gets used to fill up the fuel tanks with.
I like to think of the byproduct "waste chemistry" produced by fuel purification as being akin to the "Black Mass" generated by the recycling of lithium ion batteries and solar panels. You wind up with a mixture of compounds and elements that are in aggregate "useless, as is" (because it's just mulched materials ground up together) but which has extremely high concentrations of useful elements that would be far more expensive to obtain and purify from virgin sources. Therefore, the "Black Mass" contains high value as a feedstock for refining processes to renew, recycle and reuse those elements into new products (just input energy to do so ... and with fusion power technology ... go figure).
In terms of practicality, you're using nuclear power (fusion) to do chemical work of separating molecules into elements so as to use those elements to form new molecules. Fusion gives you "all the power you need" to do that kind of chemical refining, combined with MakerTech to do the disassembly/reassembly of molecules to atoms to molecules using chemical feedstocks that are fit for purpose. Build your wilderness refueling purification plant to output the feedstocks that are useful to a regenerative biome life support laboratory setup and you're on your way.
it's clever and a plausible lampshade* to hang on the problem.
And that's the thing, it's PLAUSIBLE.
All of the bits and pieces are conceptually there ... you just need to creatively assemble them for a new application, which is PLAUSIBLE.
I would even argue that what I'm talking about with the fuel purification + regenerative biome life support laboratory paradigm is (ironically) even MORE PLAUSIBLE than "magical maneuver drives that switch off gravity" in order to be reactionless or fusion power plants that do not require massive heat sinks ... to say nothing of "ripping a hole in the universe and falling into it" in order to travel FTL. If that's where the "plausibility bar" is set for engineering drives, I think it's safe to say that my regenerative biome life support laboratory paradigm "passes that test" for plausibility with flying colors by comparison.
Says tanks to me, storage not processing.
In my own defense, I didn't create the iconography from scratch. I'm simply using what
Starship Geomorphs 2.0 and associated products designate as being Life Support machinery (to differentiate it from other types of machinery for other purposes). I'm then taking that iconography and creatively doing cut/paste/copy work with it to create my own custom deck plans using the LEGO building blocks approach.
I'm now familiar enough with the Starships Geomorphs "visual language" of parts and pieces that I can basically look at a single component and have a pretty good idea of what it is, even without labels, because the "visual language" is such that it can be used with a high degree of consistency. It's basically a more detailed extension of the CT deck plans visual language (that was far more abstract/less detailed and
But ok, that’s half a ton of processors and we are edging into maker tech TL.
NOW you're getting it ...
more concerned with tabletop wargaming).
Assuming there are external lines plugged in from other parts of the ship/community through ceiling/floor feeding in waste and delivering fresh water from the processors, waste going to fertilizer (maybe maker feedstock?) and air from the plant section, plausible.
THIS.
Housekeeping services linking modules together (through hangar bay facilities, which cost Cr2000 per ton of capacity, not cargo bay facilities, which cost Cr0 per ton of capacity) is what allows the circulation of "waste chemistry" and "fresh produce" between different discrete hulls (12 ton modules, laser fighter small craft, starship) to happen in a relatively seamless fashion (game mechanically speaking). The trick is, such aspects have to be designed in from the start in order to be able to integrate together properly, rather than being some kind of bolt-on aftermarket conversion kit.
This makes the modules with interconnection capabilities
slightly more expensive to construct than the alternative which lacks such features, but the flexibility such a design choice offers to an operator who can make use of that expanded capability is well worth the added expense (according to my research into the notion).