Colony builds
Starting-point modules with layouts, material bills and power and heat that add up.
12
A dining room dressed past the Great Hall threshold: five mess tables, a water cooler, and decor on every wall.
Eight hatches chew sediment into coal on a grooming schedule; two coal generators burn the results.
Sick bay, triage cots and a pharmacy behind one door; the decontamination shower guards the exit.
Twelve mealwood tiles and a mushroom shelf feed a grill, gas range and spice grinder line — rations in, morale out.
Vacuum steam room drinks a gold volcano whole; twin turbines sell the fever back to the grid.
Two sealed rooms and a mealwood row that carry a young colony through its first dozen cycles.
Crude from a capped oil well flash-boils straight to petroleum; twin turbines claw the heat back as power.
Platform, petroleum engine, solid oxidizer tank and a capsule: the smallest honest ticket off this asteroid.
Three electrolyzer columns and a hydrogen deck breathe for twenty-four duplicants with power left over.
Endgame reclamation: every drop of oil leaves as methane power and sulfur, with turbines skimming the heat off both towers.
Self-powered oxygen module: two electrolyzers feed eight duplicants and bank surplus hydrogen power.
Thermo aquatuner squeezes a radiant loop while a steam chamber eats the waste heat and a turbine taxes it.