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Drytech





Drytech - Data Panel

Definition: Technology based on inorganic and/or inanimate materials

A few alternative terms: Hard tech, Hylotech, Machinery

Level: Prim to Ultratech (depends on type of drytech - see following table)

Scale/Density: Macrotech to Nanotech (depends on type of drytech)

Substrate: Inorganic molecules or compounds, also uses organic non-biotech materials

Application: almost any use is possible

Distribution and Availability: found in all The Sephirotics, almost all Deeper Covenant polities, among most xenosophont empires, as well as in most regions outside the metaempires.

Legal Status: Depends on polity. Basic templates and genomes public domain; restricted templates and genomes available for wealthy, powerful, or in many Free Zones; proscribed templates and genomes can be had outside angelnetted and supervised polities for those who know where to look. Many polities have strict controls on self-replicating dry tech (neumanns, dry nano goo, etc), and a few even ban it. The NoCoZo have the most liberal laws and freest restrictions.

Environmental Requirements: depends on optimal tolerance of device in question. Almost always more robust than biotech or sytech

Ease of Use; Care and Maintenance: Reliable when performs well, but requires constant maintenance and replacement, often not self-repairing.

Popular With: Many clades and phyles of sapient grade and above, especially vec and some ai clades and phyles

Drytech means working with inanimate materials (whether organic or inorganic). This includes wood, stone, ceramics, bronze, iron, and steel, plastics and composites. In the case of more advanced drytech drexlerian assemblers are used. These give tremendous power and precision, but lack the reliability and innate novelty of biotech assemblers.

Technological stages

The following table is intended as an approximate and tentative framework for the various grades of technological advancement in hylo-tech, from non-technological races and species to femtotech.  (read from bottom to top)


Technological level
Scale/Density
Developments

GodTech Plancktech Plancktech entities - building material irrelevant
planck scale - unified field, hyperspace and T.O.E.
Ultra Tech to Godtech Femtotech Femtotech entities - quantum scale - working with subatomic probability
Ultra Tech Picotech Picotech entities - atomic precision manipulators used at sub-atomic / quantum scale
Ultra Tech Nanotech
Dry Nanotech (Mechanical)

Drexlerian assemblers - atomic precision, at first low reliability, but this improved to medium as the technology was developed (nevertheless many societies still use earlier or more primitive low-reliability assemblers) - low novelty except in the case of self-evolving nanotech AIs
High Tech Miniaturisation
Silicon technology

Solid-state printed circuitry (moderately reliable but only limited capacity, very expensive infrastructure) - also Quantum Computing - incredibly powerful but quite fragile due to easily destabilised states.
Lo Tech Macro-scale industries Industrial revolution, Heavy Industries, brute machinery - very robust, very simple, absolutely no novelty - "dumb" technology
Prim / Extreme Ludd Bronze Age, Iron Age the wheel, masonry, pre-industrialised metallurgy, keystone arch,
Prim Stone Age Stone and wood, pottery
No Tech No shaped or worked materials some use of natural surroundings - (ant and termite colonies, beaver dams, etc.)


 Related Pages

Utility Fog
 a complex of meso or microbots which link together to form an active structure in the air.

Utility Sand -
a dense, loadbearing form of utility fog

Hyperfog - a transapientech form of self-replicating, sentient utility fog



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content by M.Alan Kazlev
graphics by bernd helfert
page uploaded 6 February 2002, last modified 24 December 2007