Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

Limitations of Nanotechnology

19 posts / 0 new
Last post
Snap_Dragon Snap_Dragon's picture
Limitations of Nanotechnology
Hi Everyone, I've seen a lot of discussion on this board about nanotechnology and the effect of cornucopia machines on gameplay. But what I have not really seen is a discussion of the more hard sci-fi esq limitations of nanotechnology that would present reasonable balances on it in game. Although suitably advanced technology is indistinguishable from magic it is not magic as all technology is limited by the laws of physics. Here's a few of the potential limitations of nanotechnology I've thought of so far: Temperature: Constantly breaking and reforming bonds as well as the friction caused by millions of nanobots is likely to produce a large amount of heat. This will cause problems in fabricating certain extremely temperature sensitive materials (such as nitroglycerin which would explode if it experienced even a one degree shift in temperature). Such things would have to be extruded slowly to prevent the machine from creating too much heat, and would require that we cool the system though a radiator of some sort. This means that large stations would likely be limited in their production by the amount of heat they are able to disperse. Also given that as the size of an object increases it's ratio of surface area to internal space decreases larger ships will have a harder time dispersing heat than smaller vehicles and habs. Efficiency: Sure machines are versatile but because they work on such a small scale they may run into issues competing with other technologies for market space. Automated factories (although larger) could run a much larger amount of product in the time that it takes for a maker to do the same. It might also consume less energy as it is not building everything on the molecular level. The same could be said of sophisticated 3d printers for simple objects. The strength of the maker is that it would offer a greater degree of freedom and customization in producing objects (likely with a great deal of user generated content for open source blueprints or further modifications on those blueprints). Automated factories might gain the ability to re-tool themselves with nanotech implements as to produce a variety of things, or use stock made by 3d printers to assemble an even more impressive collection of complex items but they could not rival the customization potential of nanotechnology. In this case I think that there would be more than enough room for more low tech styles of manufacture as the maker is a precision instrument not a brute force tool, great if you want a computer with a customized case but not a standard office chair. Material Limitations: Another problem with nanotechnology is the scale it works on: small, highly complex nanomachines are probably awesome at building things with carbon, but uranium weights about 20 times more and is radioactive. Radiation would likely sterilize the little buggers as they tried to assemble the atomic battery for your synthmorph. Also nanites might not work well in the strong magnetic fields needed to produce permanent magnets, and they might not be able to meet or operate under the conditions necessary to manufacture superconductors. Non-static objects: The problems in trying to synthesize livings things as already been discussed so I won't go into it again. But imagine trying to extrude a 1950s Caddy with out the oil leaking out while the maker is extruding the engine. Or making sure that no dead nanites or excess building materials are left inside of said engine. Try assembling something fully assembled where internal parts are held in magnetic suspension? Some assembly might be required for complex objects Uncontrolled environment: Nanites would likely have a hard time building something in a hostile environment. Your workforce might be billions of tiny robots strong but in a martian sandstorm they will likely be unable to finish the job (or leave large chunks of partially completed product scattered over a large area). Resources Required: Given that a maker does not make something out of nothing maybe certain devices require special feedstocks. Rather than just some unobtainium, a maker might requrie specialized nanites used to make a certain carbon nano-tube structure required by a blueprint. Post-Scarcity Economics: One of the biggest problems I see with nano-technology is the idea of post-scarcity economics. As I see it there is no such thing as post-scarcity as almost all scarcity is caused by shortages of talent and time. Which are both non-manufacturable (maybe unless you count simuspace time dialation and alpha forking?). You also run into the bounds created by physics (limited supplies of matter, the entropy of a closed system always increasing, limited nanotechnicians, your stations ability to disperse the heat from manufacturing). You are essentially dealing with limited resources, and where you have a distribution of limited resources you have what economists could recognize as an economy. And all such economies would have to encourage the maximum efficiency of the use of said resources or risk collapse. In capitalist sociaties this is created by the price system (an increase in the costs of cooling might prompt someone to build larger radiators for the hab or reduce cooling as a result), a reputation or communal system (those producing too much heat viewed as wasteful and marginalized, those that seek to provide a solution are praised and gain increased influence).
r-rep +1
root root's picture
Re: Limitations of Nanotechnology
root@Limitations of Nanotechnology [hr] The professor I was talking to about this started avoiding me any my idiotic ideas, so I'm excitedly waiting for the paper references I hope people will post on this. Snap_Dragon r-rep++;
[ @-rep +1 | c-rep +1 | g-rep +1 | r-rep +1 ]
Sepherim Sepherim's picture
Re: Limitations of Nanotechnology
Sounds like solid arguments. Still, do note that post-scarcity is a name they give themselves, there are people that are technically poor (the ones without mesh, don't remember their name) and indenture servitude, and some elements are indeed scarce: bodies for one (how many are indentured just to obtain their first body?), space, living ressources available in stations (air, etc), etc. So post-scarcity is only a relative term. Most people living won't realize there actually are limitations to their economic model, just like most people in the First World currently don't realize how much they depend on the poorness of the Third and don't actually even realize the Third exists unless they actually think about it. It's just not in their lives. Same happens here. As for the rest, I'm afraid I don't know physics so I can't reply to them, but it does sound reasonable and solid from a not-knowers point of view. And I will actually be using it in my games. There is another limitation mentioned before though: Size: nanobuilders build inside their contained zones and objects. Be it a nano hive or a cornucopia machine. Which means they can't build objects that are larger than the object they are in, unless they assemble the object by parts and the one outside puts them all together. That's why a shipyard, for example, will probably be a factory, as building a cornucopia the size of a space ship is probably much more expensive and less efficient than actually using an old-fashioned chained factory. :)
Snap_Dragon Snap_Dragon's picture
Re: Limitations of Nanotechnology
Quote:
@Sepherim So post-scarcity is only a relative term.
I suppose that's true but one could argue if Post-Scarcity is a relative term that we are living in Post-Scarcity world right now (the first world at least) as we've solved the problem of hunger which so baffled our ancestors that we now have an obesity epidemic. What I'm trying to say is that the more things change the more they stay the same, this is in a way a good thing as it allows us to better wrap our heads around certain segments of a speculated society. Although there are some things we can assume about a future economy, that as technology increases the productive capabilities of humans increase so that the amount of effort required to maintain a minimum level of productivity for survival would decrease dramatically. This would be seen in a much reduced cost of living. Compare growing food from waste products in a maker in front, compared to days on a farm miles away. The efficiency difference between the two is staggering, and although it might not be zero is might be near enough to negligible to provide to people of negligible utility to society (as long as their combined cost to society remains negligible anyway).
Quote:
@Sepherim Most people living won't realise there actually are limitations to their economic model, just like most people in the First World currently don't realise how much they depend on the poorness of the Third and don't actually even realise the Third exists unless they actually think about it. It's just not in their lives. Same happens here.
Depends on the Economic model, some observations will always be true unless mankind figures out a way to do an end run around physics or negate cause and effect. As for the statement that the first world depends on the poorness of the third?!? How? The amount of trade between first worlds nations and other first world nations dwarfs that between first world nations and poorer nations. The poverty of one group or nation in no way benefits the others. Those most a poor nation can provide us with is cheap labour and resources. Rich nations push technology forward, provide manufactured products and services. The idea that the first world need other countries to be poor for us to survive is zero-sum game thinking, and seeing as we've seen increases in the the GDP of third world countries as wells as first world countries it become obvious this is not the case. China and India have made great gains in prosperity without somehow driving surrounding third world nations deeper into poverty. Forgive me if I've misunderstood your statement but it seems to be a common (albeit highly incorrect) meme that has been too suborn to die.
r-rep +1
OneTrikPony OneTrikPony's picture
Re: Limitations of Nanotechnology
I've been wondering if it might be necessary for the nano fabricator to also build a type of nanite for each type of process. Any completed item you'd want to fabricate would have many different types of materials and it may be that in reality one nanite system wouldn't be able to do both chemistry of creating plastics and also the chemistry of creating alloys. Some applications, creating food for instance, might require Wet Tech. While other applications will require Dry Tech. Some processes might require an aqueous environment. Other processes especially dealing with metallic bonds would require a vacuum or have to be surrounded by something like argon. I suspect it's unlikely that one type of bot would be able to handle more than one type of chemical bond. It could be that the process of molecular manufacturing is twice as expensive as the nanites have to be assembled as well as the product. I appreciate the thought of handling the heat produced. I'd been concerned about this on the micro scale, as some processes might be very sensitive to the temperature of the environment. I hadn't considered the implications of the waste heat in a vaccum, which describes the bulk of habitats that require fabbers throughout the system. In game terms we're stuck having to explain the miraculous in everyday life. Anything can be molecularly assembled, basically for free, at a cost of 1 hour per cost category. As it's written, a CM machine isn't actually required, as proteans and fractals can do it right in open air. I think this is part of the game the could benefit from increased complexity.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Sepherim Sepherim's picture
Re: Limitations of Nanotechnology
This may derail a bit the topic, hope it's not too boring or innapropriate. :)
Snap_Dragon wrote:
I suppose that's true but one could argue if Post-Scarcity is a relative term that we are living in Post-Scarcity world right now (the first world at least) as we've solved the problem of hunger which so baffled our ancestors that we now have an obesity epidemic.
Actually, this actually could be called as true, and with the same degree of reality. The US (for example) has one of the highest differences in income in their population between the very rich and the very poor. And yet, it is called a rich country and most people are believed to have their needs covered. As it stands, it is a term used in both cases in a political meaning, shows what people believe their world to be, doesn't mean it is so. Most people in EP will probably believe they live in a world of no need, but they probably don't meet indentured egos working on digital realms for years just to have a body. It's all about perception.
Quote:
Depends on the Economic model, some observations will always be true unless mankind figures out a way to do an end run around physics or negate cause and effect.
True, undoubtedly. Or humanity stops being itself and looking for differences in power everywhere it can.
Quote:
As for the statement that the first world depends on the poorness of the third?!? How? The amount of trade between first worlds nations and other first world nations dwarfs that between first world nations and poorer nations. The poverty of one group or nation in no way benefits the others. Those most a poor nation can provide us with is cheap labour and resources. Rich nations push technology forward, provide manufactured products and services. The idea that the first world need other countries to be poor for us to survive is zero-sum game thinking, and seeing as we've seen increases in the the GDP of third world countries as wells as first world countries it become obvious this is not the case. China and India have made great gains in prosperity without somehow driving surrounding third world nations deeper into poverty.
Well, I guess this is not the place to debate economics, but just a couple notes can illustrate my point. There's more than enough literature on the matter if your interested. Third world offers very cheap labor for labor intensive works that multinationals from the first do there, and then export their objects back to the first where the intellectual and advance processes are handled. This way, the Third exports labor intensive goods (cheap) while the first exports technological and information heavy goods (expensive), which's profits depend on the cheap works people in the first wouldn't do for such low prices. The primary exports of most countries in the third are non-manufactured items (food, primary materials, etc), which are very less valuable and expensive than first world materials, thus freeing people in the first to buy those cheap things and devote themselves to more expensive work. Etc. As for China and India, they are BRIC, thus like all developing countries they don't count as Third World. You could say they are Second World, and soon to be First actually, even though technically the Second doesn't exist anymore.
OneTrikPony OneTrikPony's picture
Re: Limitations of Nanotechnology
about the concepts of post-scarcity, first and third world economies. Third world economies typically don't export [u]value added[/u] products. They 'export' comodities typically mineral. and I say 'export' because they don't develop their mineral assets internaly but simply sell or license them. It is emerging economies like Mexico, Asia, that export manufactured goods--value added products based on comodities harvested from the third world nations--so in a real sence what the emerging ecconomies are exporting is man/hours. The quality of life in the first world, (the availability of goods at a low price relative to the amount of time required to obtain them), that aproaches post-scarcity is in real ecconomic sence dependant on the third world being poor enough to have an excess of comodities and the emerging economies being far enough behind the first world to have an excess of labor. With the exception of agriculture the first world cannot survive on it's own resources of comodities or labor and maintain it's current quality of life. Which is why we don't have an actual post-scarcity situation even localy on earth today. Post-scarcity flips the situation on it's head. Recycling efficiency of close to 100% means that an economy need only procure material resources to cover expansion of the ecconomy and that small fraction that cannot be recycled. Advances in technology have eliminated so much of the labor in turning comodities into value added product that gainfull employment becomes scarse. My understanding is that the authors of EP postulate that the advent of CM machines creates this post scarcity situation. And the upshot is that the new currency is ideas based on the ecconomics of novelty. In game I doubt that EP is really post-scarcity. In the first place I doubt that you could molecularly fabricate a kilo of materiel, say a kilo of chowmein for a meal, a trivial cost item, in one hour. In the second place how many makers would you have to have on board a habitat of 30,000 people to feed them 3 times a day? And if you did have 90,000 maker/hours/day operating inside a closed habitat how much waste heat would have to be dealt with? And how much helium3 would you burn each day to feed the populous, 90% of whom really don't have anything worth while to do but entertain each other?

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

nezumi.hebereke nezumi.hebereke's picture
Re: Limitations of Nanotechnology
EP is post-scarcity from the viewpoint of a 20th/21st century person. A person can have everything he reasonably needs to live (space, food, entertainment, etc.) without having to do any actual work for it. Food is so available it's basically 'free', unless artificial constraints are put on it. But a person in the third-world could indeed say that about me right now. I could keep myself fed under shelter, and even educate my kids for little or no work at the same level of comfort as a dirt farmer in Elbonia. Of course, if I lived like this, I wouldn't have a car, a house, stacks of books, etc. While food is very nearly post-scarcity (if you accept the right quality), cars and houses are not, and even though I don't strictly consider a car necessary for life, I consider it necessary for my quality of life. The same would be true in EP. You can live in a place where all the world's libraries are available for free, where any facility you need to visit is within walking distance, all your food and housing is free and so on, and you would still decide there is something you need that isn't free. That's human nature. Simply said, post-scarcity isn't a matter of economics. It's a matter of mindset.
Rabbitz Rabbitz's picture
Re: Limitations of Nanotechnology
The way I see it, post-scarcity can be related to Maslow's pyramid to reflect a world in which the two first levels have been taken care of, instead of just the first one. This does mean that not all settings in EP are post-scarcity, and indeed most big societies and major settlements still have either old or transitional economies. Post-scarcity works well for small settlements, mostly anarchistic or socialist, in which resources and access to manufactured goods are pooled and public. In this kind of habitats, people can have an almost utopical life from our own point of view (as utopical as our life might have sounded to an ancient group of hunter-gatherers that never knew if they'd have enough food for the winter). And to bring the discussion back to the original topic of nanofabs limitations, I liked the way Makers were treated in Transmetropolitan, were most people couldn't afford an expensive maker able to synthesize its own resources went around poorer neighborhoods scavenging garbage. I guess a recycling feature of most closed habitats could provide most of the resources needed for fabbers to keep the place running, and the rest could be cheap. However, I do like the concept that most large industrial and biological work is not reproducible with nano-tech alone, as it does limit the expansion of most outer system colonies and societies.
Destroyed and Reborn by Yours Truly Rabbitz [img]http://i.imgur.com/pUbYKh.jpg[/img] [img]http://i.imgur.com/Y3Ivbh.jpg[/img]
GJD GJD's picture
Re: Limitations of Nanotechnology
it seems to me that the main advantage of nanofabrication is utility. A dedicated factory can produce a synth morph or a nuclear battery or a toaster or a kilo of nitrogylceryn quicker, but it can't switch from one to the other with a new blueprint (unless its a big ol' nanofac). In the wilds of Mars a single cornucopia machine is more useful but less efficent that a dozen dedicated fabricators. It's the balance between utility and economy (of resources and time, mainly). I'm about to start an OU course on nanotechnology which i am looking forward to a great deal. G.
root root's picture
Re: Limitations of Nanotechnology
root@Limitations of Nanotechnology [hr] The main limitation on nanotech, beyond needing the correct elements, energy, and heat dispersal, is time. Snap_Dragon pointed out the efficiency problem, and a number of people have commented on the comparative advantage of automated factories. The best use of nanotech, when a great deal of resources are desired, is to use the nanites to build the automated factories. However, this can take months to set up, and during that time the competition's factories that are already in place are still producing. Basically, players cannot destabilize any economies with their nanites, because the player's exponentially increasing production capabilities are dwarfed by the exponentially increasing production capabilities of their competitors that got there first.
[ @-rep +1 | c-rep +1 | g-rep +1 | r-rep +1 ]
The Sandman The Sandman's picture
Re: Limitations of Nanotechnology
I think a major use of nanotech would be supplying exotic raw materials to more traditional types of fabber. For example, while you wouldn't use a nanofactory to make live cultures for Space Yogurt, you [I]would[/I] use it to synthesize the proteins that a biofabber would use for its bacteria. Or you'd use it to make alloys with the exact composition and structure that the local shipyards need for their latest design. And so on, and so forth.
Extrasolar Angel Extrasolar Angel's picture
Re: Limitations of Nanotechnology
Quote:
In the wilds of Mars a single cornucopia machine is more useful but less efficent that a dozen dedicated fabricators
Except that Inner System bans cornucopia machines from hands of the citizens. If you read closely the IS has a lot of limitations and isn't that posthuman as it would seem in certain aspects-of course with some exceptions.
[I]Raise your hands to the sky and break the chains. With transhumanism we can smash the matriarchy together.[/i]
Decivre Decivre's picture
Re: Limitations of Nanotechnology
Snap_Dragon wrote:
Temperature: Constantly breaking and reforming bonds as well as the friction caused by millions of nanobots is likely to produce a large amount of heat. This will cause problems in fabricating certain extremely temperature sensitive materials (such as nitroglycerin which would explode if it experienced even a one degree shift in temperature). Such things would have to be extruded slowly to prevent the machine from creating too much heat, and would require that we cool the system though a radiator of some sort. This means that large stations would likely be limited in their production by the amount of heat they are able to disperse. Also given that as the size of an object increases it's ratio of surface area to internal space decreases larger ships will have a harder time dispersing heat than smaller vehicles and habs.
The largest majority of nanofabrication is likely to occur in enclosed spaces, rather than with nanoclouds operating in the open. This eliminates a number of environmental issues, including temperature. A cornucopia machine can easily use conditioning systems to vent heat and keep the fabrication environment at a specific level, so long as the box isn't open before production is completed. This does create a new issue, however. Volume limitations mean that bigger objects require bigger fabricators. Of course, I'd imagine that the largest majority of tech in this time period is actually made up of a collection of smaller components, individually created through nanomanufacturing processes then assembled by hand on a larger scale, perhaps welded through simpler nanotechnological means.
Snap_Dragon wrote:
Efficiency: Sure machines are versatile but because they work on such a small scale they may run into issues competing with other technologies for market space. Automated factories (although larger) could run a much larger amount of product in the time that it takes for a maker to do the same. It might also consume less energy as it is not building everything on the molecular level. The same could be said of sophisticated 3d printers for simple objects. The strength of the maker is that it would offer a greater degree of freedom and customization in producing objects (likely with a great deal of user generated content for open source blueprints or further modifications on those blueprints). Automated factories might gain the ability to re-tool themselves with nanotech implements as to produce a variety of things, or use stock made by 3d printers to assemble an even more impressive collection of complex items but they could not rival the customization potential of nanotechnology. In this case I think that there would be more than enough room for more low tech styles of manufacture as the maker is a precision instrument not a brute force tool, great if you want a computer with a customized case but not a standard office chair.
Actually, the basic principle behind nanotechnology is that it is surprisingly efficient. This is something you can see today, as our own metabolisms function on the nanoscopic level. The process produces little waste per se, as the majority of what our body discards is completely untouched and unused, or can be reused with relative ease. Metabolic processes also produce very little waste heat, which is why warm-blooded animals are at such great risk of hypothermia, while cold-blooded animals do not have the metabolic function necessary to keep their bodies functioning at all times. We actually require external heat to keep our bodies running safely (homeothermic animals are just more efficient at retaining and regulating temperature), and our bodies have to put forth quite a bit of effort to produce heat in emergency scenarios (this is why we shiver when we are cold).
Snap_Dragon wrote:
Material Limitations: Another problem with nanotechnology is the scale it works on: small, highly complex nanomachines are probably awesome at building things with carbon, but uranium weights about 20 times more and is radioactive. Radiation would likely sterilize the little buggers as they tried to assemble the atomic battery for your synthmorph. Also nanites might not work well in the strong magnetic fields needed to produce permanent magnets, and they might not be able to meet or operate under the conditions necessary to manufacture superconductors.
One common misconception about nanotechnology is the idea that all nanobots have to be of molecular size. The truth is that nanomachines are simply any machine that can manipulate material on the atomic and molecular scale. Many theoretical nanomachines are actually quite large. A great example of one from the book is respirocytes... which are hollow nanomachines that are 18 billion atoms large (according to current designs of what they might be like) and designed as a microscopic pressure tank. They are still nanomachines by the standard definition, but far from small, and a similarly-sized nanomachine designed for manipulating uranium should have more than ample mass for doing so. Nanomachines will likely be designed for specific tasks. Those that are built to work within strong magnetic fields will likely not be built of polarized molecules. Those designed to handle radiation will likely be made of large and dense molecules built to resist, or perhaps even metabolize any radiation they are hit with.
Snap_Dragon wrote:
Non-static objects: The problems in trying to synthesize livings things as already been discussed so I won't go into it again. But imagine trying to extrude a 1950s Caddy with out the oil leaking out while the maker is extruding the engine. Or making sure that no dead nanites or excess building materials are left inside of said engine. Try assembling something fully assembled where internal parts are held in magnetic suspension? Some assembly might be required for complex objects
I agree. The largest devices (ships, habitats, buildings, and even vehicles) likely require large robot assistance to handle macro-assembly of a device, while nanomachines handle finer manipulation, such as welding and production of actual components. The only objects that are likely fully assembled by nanomachines are likely handheld, or would fit in a small case.
Snap_Dragon wrote:
Uncontrolled environment: Nanites would likely have a hard time building something in a hostile environment. Your workforce might be billions of tiny robots strong but in a martian sandstorm they will likely be unable to finish the job (or leave large chunks of partially completed product scattered over a large area).
As I mentioned before, most nanomanufacturing likely occurs in a closed environment, or one with little activity. Cleaner bots likely don't polish your bed while you're screwing in it, and fixers probably don't repair your machines while they are in use. Of course, this is generally also true with macro-assembly. How many construction workers will continue to work on a building during a hurricane?
Snap_Dragon wrote:
Resources Required: Given that a maker does not make something out of nothing maybe certain devices require special feedstocks. Rather than just some unobtainium, a maker might requrie specialized nanites used to make a certain carbon nano-tube structure required by a blueprint.
This is very true for exotic materials. The majority of computers today require gold or other exotic metals for the best conductors, so even though nanomanufacture makes their production rather easy, you'd still need to gather gold for the process, which is a relatively rare metal. More efficient machines might require even more exotic metals... platinum, or some exotically-produced molecule.
Snap_Dragon wrote:
Post-Scarcity Economics: One of the biggest problems I see with nano-technology is the idea of post-scarcity economics. As I see it there is no such thing as post-scarcity as almost all scarcity is caused by shortages of talent and time. Which are both non-manufacturable (maybe unless you count simuspace time dialation and alpha forking?). You also run into the bounds created by physics (limited supplies of matter, the entropy of a closed system always increasing, limited nanotechnicians, your stations ability to disperse the heat from manufacturing). You are essentially dealing with limited resources, and where you have a distribution of limited resources you have what economists could recognize as an economy. And all such economies would have to encourage the maximum efficiency of the use of said resources or risk collapse. In capitalist sociaties this is created by the price system (an increase in the costs of cooling might prompt someone to build larger radiators for the hab or reduce cooling as a result), a reputation or communal system (those producing too much heat viewed as wasteful and marginalized, those that seek to provide a solution are praised and gain increased influence).
Post-scarcity is any scenario in which a good or service can be gotten for free or virtually free. The theory behind post-scarcity in Eclipse Phase is that nanofabrication is so prominent that food can be created with ease and materials are plentiful. Your food maker can literally recycle your shit into edible goods, and convert a broken car into a working one. The proliferation of open-source blueprints has furthered this, by making it so that even the acquisition of construction processes are as simple as looking for the right site on the mesh to get the blueprints. As for whether post-scarcity can exist, it already does to some degree. Books, movies, shows, games and music can be acquired for free or almost free today. In some cases, it is thanks to the open-source movement. In many cases, post-scarcity is caused by the presence of information piracy. For two more common examples, air is a post-scarcity resource, as is dirt. However, post-scarcity is a condition that can be gained or lost, and can exist in some places while being nonexistent in others. For example, seawater is a post-scarcity good for those who live on the coast, but not so for those living further inland. The digital revolution does not create an information post-scarcity for those who do not have internet access. Air isn't a post-scarcity good if you live on the International Space Station. Fertile dirt isn't a post-scarcity good in the desert. Reputation systems generally work best the closer you get to a post-scarcity environment, because currency economies tend to break down as goods get easier to acquire (see digital piracy for a great example of this). This is how the outer-system inhabitants live, where they have ample access to minerals and goods from local asteroids, and need little labor to acquire them thanks to automation. This lack of need for labor or trade is what creates the post-scarcity scenario present throughout much of the setting.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
GJD GJD's picture
Re: Limitations of Nanotechnology
Heat buildup would be a big problem. On a small scale you have a problem that you can't disperse the heat quickly enough as the nanobots have such a small radiative surface. You can end up simply burning them out just because they can't dump heat quick enough - especially if they are working fast. Some calculations I have seen show the easiest way to spot a nanopocalypse is by the sudden thermal blooms of nanoswarms burning up as they trash the place. I've also seen caculations for the activity levels before you get combustion in diamond nanoswarms (which leads me to coin a new phase for pushing your nanotech to the limit - "His nanofac pumped out a new synth morph in just 24 hours - he was really burning diamond on that one") I'd take issue with them being faster than a macroscopic process. Possibly more precise, possibly better quality, but I wouldn't use nanomachines for speed. Arranging everything atom by atom? How many atoms are there in a spoon? How many in a gun? I'd say that an standard auto-lathe or CAD-CAM system would be much, much faster. But, if you need a perfectly aligned crystal, or nanoscale drug transmission inside buckyballs or cancer eradicating nanotube targets for field tomography or something that needs to be small and precise - nanobots are go! G.
jsnead jsnead's picture
Re: Limitations of Nanotechnology
Extrasolar Angel wrote:
Quote:
In the wilds of Mars a single cornucopia machine is more useful but less efficent that a dozen dedicated fabricators
Except that Inner System bans cornucopia machines from hands of the citizens. If you read closely the IS has a lot of limitations and isn't that posthuman as it would seem in certain aspects-of course with some exceptions.
Actually, the Jovian Republic is the only state that completely bans cornucopia machines. The Planetary Consortium and other transitional economies allow citizens to have cornucopia machines that are limited so that they cannot create restricted items such as many weapons or advanced nanotechnology. However, they can use a CM to make dinner, clothes, an ecto, or many similar items.
OneTrikPony OneTrikPony's picture
Re: Limitations of Nanotechnology
jsnead wrote:
Extrasolar Angel wrote:
Quote:
In the wilds of Mars a single cornucopia machine is more useful but less efficent that a dozen dedicated fabricators
Except that Inner System bans cornucopia machines from hands of the citizens. If you read closely the IS has a lot of limitations and isn't that posthuman as it would seem in certain aspects-of course with some exceptions.
Actually, the Jovian Republic is the only state that completely bans cornucopia machines. The Planetary Consortium and other transitional economies allow citizens to have cornucopia machines that are limited so that they cannot create restricted items such as many weapons or advanced nanotechnology. However, they can use a CM to make dinner, clothes, an ecto, or many similar items.
Which begs the question; What is the difference between a fabber and a CM? And how dificult is it to hack a fabber into a full-on CM? And is it too late to change the name to something cooler than cornucopia?

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Decivre Decivre's picture
Re: Limitations of Nanotechnology
OneTrikPony wrote:
Which begs the question; What is the difference between a fabber and a CM? And how dificult is it to hack a fabber into a full-on CM? And is it too late to change the name to something cooler than cornucopia?
Fabbers can be built to much smaller specifications, likely designed to be only slightly larger than the types of items it can build: an ammunition fabber can be very small, and very easy to sneak into a location (it only has to be big enough to fit the ammunition it is building). A CM, and even just the small desktop versions, come in no sizes smaller than being capable of containing an object 40 liters in volume. Furthermore, Cornucopia Machines are designed to manipulate and handle virtually every single atom in the periodic table, and can create a multitude of nanomachines to fulfill the tasks of any given blueprint. Fabbers, however, only need to handle a specific selection of materials suitable to the objects it can produce. That same fabber designed to produce ammunition, for example, probably won't need the ability to manipulate DNA; makers (which are basically fabbers catered to food) have no need for the ability to produce objects from heavier metals and radioactives. In the case of the Consortium, they probably restrict personal fabrication devices to specific common materials, while preventing people from having machines that could manipulate various dangerous materials. I do agree that I'd like a cooler name than Cornucopia Machine. Of course, Cornucopia might be the name of the first model of general fabricator that ever existed, much like how people often reference all copy machines as "Xerox Machines". In 10 AF, the term they use to reference CMs might vary from locale to locale, like "soda" and "pop". People on Scum barges might refer to them as "Genesis Boxes", and bioconservatives might call it "The Devil's Workshop". I'd call them Eco Breakers... because their mere presence threatens to break any nearby economy. :D
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
OneTrikPony OneTrikPony's picture
Re: Limitations of Nanotechnology
I agree with you on the size issue. That's something I hadn't thought of. On material constraints I'm confused. My whole understanding of how nanofacturing works is based on the idea that different mechanisms are required to handle different materials. i.e. you can't make a complex device or even a relatively simple one with a pile of a single generic type of nanite. The first broad distinction would be wet tech and dry tech. Within those processes you have several types of nanite involved in producing any particular item you want to make, for instance; bot's that handle material transport and scaffolding and bots that handle assembly and catalysis. My thought is that "programming" a fabber, hive or nanite swarm is more a process of creating or making modifications to the nanites themselves that allow them to accomplish all of the myriad tasks that would be involved in molecular assembly. This would be the reason a Protean swarm can only make exact copies of one single item. So I guess that fabbers might be limited by the types of nanites they can make or program. But there's quite a bit of cross over. If you have all of the nanites to handle all of the tasks involved in creating a banana you probably have all of the nanites you need to create plastic explosives. At least that's what my chemist friends tell me. Given that's the case. The only thing stopping a hacker from using a banana fabber from hacking up an explosives fabber is the programming of the fabber itself which seems like relatively weak DRM to me. Don't get me wrong, I'm skeptical of the powers of molecular assembly as written in EP. But I'd like to have a better understanding of what the limitations are and why. Also; You're comment on Xerox machines has me thinking: if you have an example of an item that your willing to use for destructive analysis. Should it be possible to 'record' the disassembly of an item then rebuild a copy without blueprints, effectively Xeroxing a piece of gear? To answer my own question; I'm going to say, no. Because given the things I postulate above blueprints not only contain the specs for the item they also contain the specs and programming for the nanites you'd need to assemble it.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.