#convining props: farming outposts (and others) need more fluff assets! Here’s my last Blender project: It started as low poly asset for farming outposts and became quite exhaustive (like last time :wink:). I thought we would need more than the tiny greenhouse thingies we have right now, to produce the volumes purchased in the current trading gameplay. And of course there are some more technical facilities needed… The “bubble” is an example for a widespread, commercially available agricultural greenhouse. This model consists of a cylindrical base element 60 m in diameter, covered with an inflatable dome, offering a cultivable surface in a sealed habitat of ca. 4,500 square meters each. It features an airlock, a small power plant, a life-support system customizable for particular crops, a small water recycling unit and a farming multi-robot for sowing, growing and harvesting. To keep the production chain running, fertilizer, carbon dioxide and water need to be constantly supplied. In larger arrays the green house can be connected to an automated supply system. A suitable road-/carriageway system for cargo transport with service pipes is obtainable. It’s thought as a cheaper unit, which can be easily locally constructed (having some lore-ideas about licensing rights on using blueprints, which enable AI mobile ground construction equipment/3d-printers to build simpler facilities, similar to the game mechanics of the CNOU Pioneer …). While it’s technically possible to use it as super cheap living module, such greenhouses don’t match the UEE security standards for human habitation. Further on a bigger farming outpost needs some more facilities: Besides the actual outpost-living boxes and the cargo terminal with landing pads and storage areas (supplies, products, empties) there are a savage plant (more efficient than the small units integrated in the bottoms of the single greenhouses), a ventilation unit (central carbon-dioxide - oxygen exchange), a composting and fermentation plant (delivering fertilizer/soil , methane and waste) and a packing facility. As cited below, these assets might work as simple stage setting/background props for farming outposts. But engaging with this topic brought some further ideas regarding lore, products, production nodes and gameplay for farming in SC. These were discussed in this thread: https://robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/farming-ideas-and-concepts-for-agriculture-in-sc/2479749