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Productive Germs. Bioreactor.


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Germs or germ hybrids that can convert between substances or produce byproducts. 

This is already done in the algae terrarium, just not with germs.

So a passive building that can use germs to go through a substance's decay or intetaction chain, albeit, very slowly and cleanly.

Examples might be exclusive to inter-planetoid material availability or more simplicity such as converting food into fertilizer rayher than going the fert maker rout.

Some of the transformations happening in buildings involve germs irl, like in the ethanol distiller. Maybe they could add new germ types that are output by certain processes. Like some rot germs produced after compost is done or output by the thanol distiller in the polluted dirt.

Yes, I was going to try to figure out how to add germs to a building as it were - I figure that they are there on the substances already, or a part of the environment being amplified by environmental factors.

So there should be germs and microbes on most everything that could be a target for the bioreactor.

Maybe germs could affect the efficiency of pufts for example. Slimelung in the air would cause them to produce more slime but with the obvious downside of it being infected. Same could apply to slicksters and zombie spores. Imagine slicksters going from 50% to 100% mass conversion if they inhaled zombie infected CO2.

It would also make containing germs a challenge instead of just outright removing them.

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