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Large Beehive Habitats (Extropia?)

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mwazaumoja mwazaumoja's picture
Large Beehive Habitats (Extropia?)
Since I started playing Transhuman Space I've always had the same problem of visualizing what a Beehive habitat looked like, or would be like to live in. Is there anywhere I can get an image to help me visualize what a Beehive habitat looks like inside? The closest I get to visualizing it is Nova York, but that is a massive/open chamber. I think what I find most difficult about a beehive habitat is the methods of designing a large city. For example: (1) The main tunnels: how do people avoid constantly colliding into each other? Do the entrances to 'private' residences and 'stores' have doors? Or are they simply holes along the wall? Is there public transport other than glorified escalators (motorized hand-holds)? (2) Residences: Do people normally designate a floor as the bottom floor? (3) Microgravity shoes: When I saw these in 2001: A Space Odyssey I thought Velcro Shoes were ridiculous. Now that I think about it, they seem like a great idea. The RPG Transhuman Space seemed to imply these weren't all that common however. Would a main belt beehive habitat be likely to make use of these at all? Sorry this is incoherent, but my understanding of the workings of microgravity are fairly incoherent as well. All the Sci-Fi I've ever read has not prepared me for placing the characters in a microgravity City.
nezumi.hebereke nezumi.hebereke's picture
Re: Large Beehive Habitats (Extropia?)
Generally beehive habitats are micro-gravity. A lot of the questions you ask relate to why the habitat was set up. A mining habitat is just focusing on getting to the critical ores, so microgravity shoes and doors aren't going to be a huge issue. They'll probably drill out a few tunnels initially, then use those solely as access tunnels later, to avoid accidents. The walls of the tunnel would be largely unadorned, and would be smooth, rippled like melted slag, or even rippled from screw-type mining bits, depending on the tools used. The layout of the habitat will not be especially intuitive. There would be dead-end tunnels, tunnels open to the vacuum, etc. In general, they'll probably select morphs which can survive easily underground, using x-rays or headlights to navigate, and vacuum-safe (or just AIs in automated drilling bots). However, if this isn't the case, they'll probably install some cheap, zip-up airlocks in the main tunnel and perhaps some permanent lighting. Mesh access would be intermittent, as the thick, ferrous walls would interrupt radio waves. A secret facility will be as non-intrusive as possible. A smaller facility may be in set in an asteroid which is primarily silicon (the most common type of asteroid), or a more ferrous one, which would have greater resistance to radio waves, and so increased protection against sensors. In either case, there would be few, if any entrances to space. The habitat would probably have to be run by infomorphs or synthmorphs, so no focus on atmosphere and growing food. It would be really minimalistic, and is unlikely to have any luxuries beyond extra airlocks. A large habitat may be installed in a previous mining colony, which has the advantage of it already being partially dug out, but the disadvantage of a more confusing layout (which isn't such a huge thing, considering the rise in average intelligence). A planned habitat is likely to be more structurally sound with a more intuitive layout. Regardless, the walls will likely be covered (are the walls in your house just straight drywall? No, you paint them!) They'll likely have fabric which helps insulate against noise and heat, are cheap, and attractive, so velcro slippers would be most common. Halls may be any shape, but rectangular or circular would probably be most common, likely around 14-18 feet across, to permit people to pass, head to head, without feelings of claustrophobia (at least on the larger thoroughfares). There may be a commonly instituted understanding of 'down', in which case hallways can be shorter. In general, sharing the relative positioning of the person you're talking with is considered good manners in almost all habitats. The habitat will most likely give consideration to normal city layout issues, with the new big one being radiation. On habitats closer to the sun, the crust of the asteroid may be covered with vacuum-friendly plants, which will generate power and provide radiation shielding, or with solar panels (which require more work, but may be more efficient, provide only electricity, and require no water or nutrients to maintain). The outer layer of the asteroid may be left unmolested as shielding, or may house heavy industry you want to keep away from the living areas, and low-value storage. Depending on how you set up the habitat, this area may either be very hot, because heat from the living area is piped here, or very cold, because you don't bother maintaining this area. This is likely going to be a function of population. You may also have your reactor(s) here, if they give off radiation or heat is a concern. Further in you'll get lighter industry mixed in with residential and commercial, with several communal recreation areas, medical clinics and so on. In habitats with few enough inhabitants that generating enough heat is a problem, a low-radiation generator may be stored in the core. You would want at least one major avenue from the crust of the asteroid into the core, and feeding off to all the major businesses, so you can permit shipping. The tunnel system may be either very well laid out, perhaps in concentric spheres, or apparently chaotic, as tunnels are built solely in response to growth, old mining tunnels, etc. In non-living areas, tunnel walls may be left bare, but that's pretty unappealing. In living areas, they almost certainly will be covered and pleasant. In highly populated asteroids, it may make sense to have conveyor belts of loops running down major tunnels, so you can grab on and just get tugged without having to walk, or trams, elevators and similar mass transit. Rooms are small, and may be an odd shape. I'm sure the 'long tunnel divided by man-made walls' are probably most common. Most houses will probably have a door which doubles as a light airlock too. Stores would have doors, if only to prevent robbery while no one is tending to it. Glass windows would still be common and effective, along with holographic displays. Because it's still only 10 AF and the big style houses are all on places with gravity, most people will feel most comfortable with a designated 'up' and 'down' in their houses. Giving that up might be very 'hipster', but it's not something a style-conscious older person is likely to do. There may be a habitat-wide-instituted understanding of 'up' and 'down', which would be reflected in decorations, equipment layout, and ecto displays. In the end, I'd say that in more conservative habitats (and I'd broadly include Extropia here), things will look basically like tight, modern New York streets, with roofs over. People will keep themselves on the ground, because they don't want to run into anything. It's crowded. They'll still bicker. There will still be tiny, overpriced apartments, and giant megastores with glass windows, open parks, mass transit, traffic, trash, steam vents, cockroaches and so on. Doors would fit tighter, and fashion would look much stranger, plus architecture could get a little wilder as hypercorps can't just blow their money on the biggest, most phallic skyscraper. More liberal habitats are going to let out a bit more, with people floating or jetting around, stranger constructions and so on, but ultimately most of these are limited in their options because of size and cost.
Extrasolar Angel Extrasolar Angel's picture
Re: Large Beehive Habitats (Extropia?)
A short google search revealed this beehive illustration: http://catalystgamelabs.com/wordpress/wp-content/uploads/2009/06/eclipes...
[I]Raise your hands to the sky and break the chains. With transhumanism we can smash the matriarchy together.[/i]
Arenamontanus Arenamontanus's picture
Re: Large Beehive Habitats (Extropia?)
mwazaumoja wrote:
(1) The main tunnels: how do people avoid constantly colliding into each other? Do the entrances to 'private' residences and 'stores' have doors? Or are they simply holes along the wall? Is there public transport other than glorified escalators (motorized hand-holds)?
I would arrange transport along a main tunnel along strips. Even when there is no planning, people will tend to go the same direction on the same side, to keep from bumping into each other. Motorized handholds is the cumbersome sign of a *really old* habitat, modern habitats have grip-pad strips that you just place a limb or two on and then propel you in the designated direction ("taxis rather than cabs" as ciliatech's motto says). For bigger asteroids you get things like subway/elevators, forming a smart transport grid for people and heavier cargo.
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(2) Residences: Do people normally designate a floor as the bottom floor?
Depends on their background. I can imagine old space colonists regarding anybody with a 'floor' as having amusingly 2D thinking.
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(3) Microgravity shoes: When I saw these in 2001: A Space Odyssey I thought Velcro Shoes were ridiculous. Now that I think about it, they seem like a great idea. The RPG Transhuman Space seemed to imply these weren't all that common however. Would a main belt beehive habitat be likely to make use of these at all?
Hmm, grip-pad shoes with nano-propulsion. They stick you to the wall, they can glide (upon command) so you can skate on it. They are clean and antiseptic, and come in any shape and style you can program. One issue with microgravity is dealing with dirt and junk. It tends to move towards ventilation intakes where it would clog unless something disassembles it. In beehive habitats airflow design is an important matter, and many places are likely somewhat breezy. This also helps people who have lost their grip :-)
Extropian
mwazaumoja mwazaumoja's picture
Re: Large Beehive Habitats (Extropia?)
Extrasolar Angel wrote:
A short google search revealed this beehive illustration: http://catalystgamelabs.com/wordpress/wp-content/uploads/2009/06/eclipes...
I feel quite silly, especially because I have seen this image before but never connected that there were people who appear upside down in it. This is very different than the image which I had in my head, but it definitely clears things up substantially (especially with regard to buildings in beehives, and the inherent advantages of having wings in micro-g).
urdith urdith's picture
Re: Large Beehive Habitats (Extropia?)
Arenamontanus wrote:
mwazaumoja wrote:
(3) Microgravity shoes: When I saw these in 2001: A Space Odyssey I thought Velcro Shoes were ridiculous. Now that I think about it, they seem like a great idea. The RPG Transhuman Space seemed to imply these weren't all that common however. Would a main belt beehive habitat be likely to make use of these at all?
Hmm, grip-pad shoes with nano-propulsion. They stick you to the wall, they can glide (upon command) so you can skate on it. They are clean and antiseptic, and come in any shape and style you can program. One issue with microgravity is dealing with dirt and junk. It tends to move towards ventilation intakes where it would clog unless something disassembles it. In beehive habitats airflow design is an important matter, and many places are likely somewhat breezy. This also helps people who have lost their grip :-)
I always imagined navigation around a microgravity habitat with a combination of grip shoes - soft soled with a textured outside designed to easily grip onto surfaces - and mini rappelling guns. One of my favorite little texture items from the Mobile Suit Gundam anime involved navigating around the ship using little guns firing grip lines. You could zip yourself along from one side of a hangar bay to the next. Making them fashionable should be easy for an enterprising hive resident.

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