Spaceship Factories

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Spacecraft may one day be so common  that everyone has flown on one,   with thousands of new spaceships being  built every year in manufacturies dwarfing   the enormous facilities we build  planes and sea-going vessels in.  Building a spaceship is an enormous undertaking.  They tend to cost as much as an aircraft carrier,   even though the crew and cargo are in a space  about the size of a small boat or modest yacht.   They require precision-manufacturing unlike any  other vehicle, and yet, one day their manufacture   might be as routine as that of an automobile. Emphasis on routine, not simple, as there’s   nothing simple about the modern car,  and I wouldn’t expect that to be true   of personal spaceships either, but in many ways  a spaceship can be simpler than a terrestrial   vehicle. Space is mostly empty with few  obstacles or shifts to road surface or air   density to require constant course corrections. Today we’ll be examining a lot of different paths   for the future of building ships, and we’ll be  looking at everything from simple asteroid-mining   ships produced in a low-tech future, to cases  where all the real work was done on the software   and design end, and someone just spills some  self-replicator robots on a spare asteroid, and   they replicate and spawn ships out of it, or maybe  even grow them quasi-biologically. And as we’ll   see, even in these high-tech situations, there  are limits to how fast you can produce a fleet.  Fundamentally, scale is what we’re looking  at today though; not building just one ship,   or a prototype, but the mass manufacture  of them: starship factories or dockyards.  When I was a young teen there was a cartoon called  Exosquad that is a bit of a hidden gem. It often   had deep, realistic, and philosophical discussions  buried among second-rate animation and comic   action scenes, but I liked it and it features  humanity at war, and the good guys forced back   to Jupiter at the start of the second season,  where they’re repairing and rebuilding their   fleet. They lost the flagship in the close of the  first season, and its successor was sabotaged and   blown up while halfway built at their shipyard. That made me wonder how the heck they ever found   the resources to build a ship, when the  bad guys had the 3 real planets, Earth,   Venus, and Mars, under their thumb, and we’re  never told that any of the others are seriously   inhabited. Those ships were huge, and they showed  people in spacesuits going EVA to weld them.  Automation, of course, can be a huge game changer  in how these things work, but if you think about   the newest aircraft carrier we built, the Gerald  Ford, that came in at around 13 billion dollars,   and if to keep the math easy we assumed everyone  in that building process and supply chain averaged   26 dollars an hour in pay and compensation,  that would imply half a billion man-hours went   into construction – most of that occurring  off-site, mining and making the materials   and paying the people who did that or made their  equipment – but half a billion is a huge number,   and even the annual version of that,  assuming 2000 work hours a year,   is still a quarter of a million years of labor. It’s important to understand that to build in   space, almost all the material needs to be up  there for it be economically plausible, and while   a lot of the cost might be in hyper-expensive  tiny microchips or research, development, and   prototyping down on the ground, you are building  that ship in space, and also mining, refining   and smelting all the metal for it there too. It is not hard to imagine needing a million   people in space, in terms of workers and families,  to build one big spaceship, especially those   mile-long ones popular in sci fi. Even with a  lot of automation, that still seems plausible.  But I thought we’d begin in an era when there are  still less than a million people living in space,   and look at a pair of fictional shipyards,  The George Mueller Orbital Shipyard,   around Earth, affectionately known as Port  George, and the Linus Collection Point,   orbiting 22 Kalliope in the Asteroid Belt,  affectionately known as the Scrapyard.  Port George is named in honor of  the father of the space shuttle,   and handles a number of different designs but is  best known for its tender vessels, medium-sized   ships with a crew of 6-12 designed for multi-week  operation anywhere in Cis-Lunar Space out to the   Earth-Sun Lagrange L-1 Point. It’s designed to be  able to rendezvous with existing space structures   or satellites and either to bring them inside,  for smaller ones, or go EVA for larger ones.  Port George itself has relatively minimal  EVA involved in construction, it is a huge,   and mostly hollow facility, and even its areas  exposed to the vacuum of space are typically   still enclosed, just depressurized, to help  protect the crew and vehicle under construction.   Many of the ships they build are principally  made of aluminum mined from Luna, and so there   is little concern of oxidation damage to the  outside. Even for those ships which are more   sensitive to oxygen it is usually considered  safer and easier to have a thin-walled pressure   chamber for the dockyard workers to operate in. Indeed, much of Port George is under low-speed   rotation to permit about a fifth of Earth-normal  Gravity, as it was determined that a standard   earth atmosphere was needed, but that the  workers mostly benefited from just enough   gravity to feel like there was an up and  a down. Personal living quarters generally   are kept at 80-100% of standard gravity. One of the more interesting things about   Port George is that a large portion of its  workers live down on Earth, and it would not   be unusual for a work crew to consist of one or  two humans and a dozen robots being controlled by   telepresence operators down on Earth - after all,  the time delay from Earth's surface to orbit is   much less than a second, so, although the latency  is something that takes some getting used to – and   may require some anti-nausea medication - it's far  from a dealbreaker. After some trial and error, it   was determined that keeping those same operators  with those same on-site teams tended to result in   far better group cohesion and quality control, so  many an on-site dockyard worker has workmates down   on Earth they’re close enough with to occasionally  visit whenever they’re on shore leave.  For very big ships, such as an Aldrin Cycler, Port  George used to do exterior unshielded assembly of   main components, but is now using inflatable  bubbles of a thin-walled, radiation absorbent   material, to allow crews to use a relatively  low-mass spacesuit with their helmet mag-locked   to their thigh for if there’s a pressure drop.  This is seen as an overall safer work environment   due to the physical exhaustion and psychological  issues of bulkier suits designed for extended   open-space, or ‘void’ work as it is called. The  more recent efforts to systemize space debris   clearance have also made such large inflatable  bubbles more long-lived. Though punctures remain   common and are typically treated with a quick  patch till the entire bubble degrades, or the   project is complete, and it can be recycled. Along with being able to rely on Earth for remote   workers, Port George gets a lot of state funding  and has critical but small components manufactured   down on Earth. Nonetheless it still has to  be frugal about all its resources, especially   those brought up from Earth, which is why salvage  and recycling are critical to their operations.  Port George is also known for its construction  of the DS-12 Toy Box, a space debris collection   ship with minimum bells and whistles, designed  to allow a 1 or 2 person crew to salvage damaged   orbitals and control a number of drones that are  able to collect pieces of scrap with low delta-v   relative to the ship. The nickname of Toy Box  officially is for all the neat drones the model   comes equipped with, but everyone knows it's for  all the weird and unique garbage they collect.  While the DS-12 Toybox is viewed with a certain  amount of amused contempt as a junker among other   orbital spaceship crews, the handful of them  that have been transported to the Asteroid   Belt are practically considered luxury yachts. The growing Space Industry is hungry for metal   but specifically for the cheapest metal, and  that’s where The Scrapyard comes in. 22 Kalliope,   at over a hundred miles across in most  directions, is the second largest Metallic   Asteroid in the Belt, and something of a rubble  pile including hydrated mineral and silicates,   and is home to a handful of mining operations, but  Kalliope is better known for having its own Moon,   Linus, which itself is 20 miles across and thus  is bigger than both of Mars’ moons combined.  The Scrapyard formed not long after someone  had the idea to run a skyhook-style tether   directly between Kalliope and Linus,  hanging just over Kalliope’s surface,   which has a 4 hour rotation rate. Linus orbits it  twice a week a thousand kilometers from Kalliope,   and which with good timing can be used to allow  ships or cargo pods to accelerate and release   around the Belt or even back to Earth. This has  made it a popular port of call of asteroid miners,   which the Census say now number 30,000 throughout  the system, roughly 10,000 of which are in single   or two person crewed, owner operator mining  and prospecting ships, several hundred of   which visit this asteroid pair for the discounted  rates of shipping cargo both to and from Earth.  Many of these ships were built at the  Scrapyard on Linus, and here we see   the Art of Minimalist Shipbuilding not seen  since the old days of early spaceship travel,   and many of which would be illegal to  operate near Earth for a variety of reasons,   ranging from worker safety hazards to some  using radioactive materials. Ultimately,   every dollar spent on a ship or its crew  has to be paid for with the metals it mines,   so the Scrapyard allows lone individuals or small  teams to be competitive with the larger and better   equipped markets, at the price of taking some  additional risks and enduring more discomforts.  Fundamentally, a spaceship is just  a pressurized box with an engine,   and the Scrapyard understands this all too well.  Their ships aren’t for landing on big planets   or taking off through atmospheres. They don’t  need the radiation shielding the DS-12 needs,   because they’re about 3 times further from the Sun  than Earth, and thus only get 12% of the radiation   from the Sun, and there’s no Van Allen Radiation  Belt out in the Asteroid Belt, and also, no   government inspectors pushing for worker safety. This far out from the sun, and orbiting it,   and not Earth, the majority of space  debris is traveling relatively slowly,   so it is possible to armor ships against that, and  uranium is reasonably plentiful out in the belt,   as is thorium. Solar power isn’t a very realistic  option here, it can be done by using large,   thin reflective dishes to concentrate sunlight,  but that’s less viable while moving around,   and the preferred method for mining and  prospecting is to park your ship in a deep   crater, to protect it from micro-meteors and other  debris, but where it won’t get a lot of sunlight.  So the Scrapyard tends to make a lot of ships  that are very like the cargo pods they shoot   back to Earth; brutally simple. Those ships are  often only two rooms, a main room for living,   working, and sleeping, and a smaller airlocked  room for exiting, which often does double-duty as   a bathroom. They’ve got robots who make the big  metal plates, and the rest they slap together,   and a lone person can easily move a multi-ton  plate in microgravity. It's a slow process   of shoving inertial mass around, but  there’s just the air holding it back.   That’s one of the neat things about a zero-gravity  shipyard, you don’t see many forklifts,   and large items are often slowly moved into  place with a protective coating of inflatable   air pillows on the side to minimize collision  damage during installation. Sometimes, one will   get punctured and cause a fairly heavy object,  like a nuclear power module, to start drifting   and spinning around. There are surprisingly few  injuries in the shipyards, but at least one was   someone having a heart attack at the sight of  a nuclear reactor careening around the dock.  They can make a ship in just a few days,  because they are not large or complex. Weld   the hull together, get an airlock and engine  port on it, a window, usually on the opposite   side of the airlock, so you can escape  if one side is blocked for some reason.   If your ship burns something out on an asteroid  crater it can cause a venting of gas that could   knock it over, and then, zero-gravity or not, it  could get stuck and wedged in, airlock-side down.  The very simplest ships just have a RTG and a  device that can run metalysis on ore and produce   metal plus oxygen, and they use that oxygen as  their propellant when they’re ready to leave,   usually buying methane for fuel back  at the depot, shipped in from Titan,   which buys pressurized pods from Kalliope.  These ships have nothing like the efficiency   of the bigger and more expensive fission reactor  versions, running on more elaborate Ion Drives,   but they are cheap and you can make one on your  own, often by scrounging parts from many of the   wrecked and discarded bits awaiting salvage or  disposal on Linus, whose escape velocity of about   20 meters per second, or 45 miles per hour makes  it just sufficient enough to comfortably hold down   cargo or salvage, as well as the crew, who might  get flung off something, or some loose debris may   collide into and cause an air tank to leak. One of those issues with EVA, for an asteroid   miner or dockyard worker, is that if you forget to  tether yourself or any gear, it’s generally going   to get lost. Fetching drones are very popular  but not cheap. Kalliope’s has a annual festival,   which is held every 5 Earth years, as Kalliope’s  orbit around the Sun is 5 Earth years, and it has   many contests, one of which is who can untangle  tool tethers fastest while in a full EVA suit,   and the current champion, four times running,  is the current elected mayor of the binary   asteroid group. She ran on untangling the complex  regulations for shipping back to Earth. Other   contests include sealing a leaky compartment,  finding a leak on a wall covered in consoles,   and various feats of dexterity and acrobatics  in microgravity while wearing a spacesuit.  This episode isn’t about the lives of asteroids  miners or shipyard workers, but the folks at   the Scrapyard show us a future in which you could  have a thriving shipbuilding and asteroid-mining   economy a billion kilometers from Earth, and yet  needing only modern technology and automation.  Let’s consider the other extremes of that, like  ultra-automation and self-growing ships, and begin   by considering the nanotech self-replicator  option. We tend to have this assumption that   we can make tiny little machines that can make  copies of themselves and perform some other task,   general or specialized, and we assume if something  the size of a biological cell can do this,   we should be able to make something as good  or better, and about the same size or smaller.  Such being the case, one designed to live in  a vacuum and take apart local regolith seems   plausible enough, and they could have their own  equivalent of DNA and an extra separate one for   the processes or items they were supposed to  make. Like turn on, make a copy of itself,   build one of object A, make another  copy of itself, build another object A,   etc. That would be a specialized  version, an Object A might be a   specific object like a chunk of metal plate, or  a paperclip, or maybe even a whole spaceship.  Now, this is popular in sci fi. As are  the nanobots running wild as Grey Goo or   Hegemonizing Swarm. However, in practice we  would borrow further from nature by having   layers of ecosystems, and then further depart from  nature by not feeling obliged to have an organism   replicate itself specifically. So instead  of having one species of self-replicator,   you would probably instead have a few hundred, or  million, each designed for some specific tasks and   built along different lines and scales. This one  seeks metal deposits, this one builds kilns for   melting metal, this one makes the rivets  for use in Airlocks, this one makes wire,   this one makes killer drones that seek out  any faulty or mutant bots and kills them.  And none of them self-replicate, rather some big  drone arrives and builds ten smaller drones meant   for building each of ten other smaller drones  who each have a specific model of yet-smaller   drone that they make. And you probably have  some control variable the machines can’t make   or get that limits reproduction – this might be  some specific rare element or some manufactured   black box widget some of the bigger replicators  need, or even something akin to Bitcoin. One of   the replicating layers has to mine codes  before reproducing, and this limits its   reproduction once it begins getting in excess  of the estimated number needed for the project.  So, your replicator arrives at a spare  asteroid and turns it into a ship, or ships,   and this is simple enough conceptually but its  sheer simplicity tends to make folks assume   it’s the end of all normal manufacturing.  In practice, this is not an insta-ship,   even if your drones have a magical infinite  power supply, they can only work so fast without   overheating themselves and their surroundings  till they get melted by their own frenetic work.   Also, they break very easily, and the sturdier  you make them, the more replication time they   need and the more energy per task they need. We  talked about this more in our Self-replicating   space probes and Santa Claus Machine episodes,  and there are a lot of limitations in how fast   you can do 3D printing, nanotech, or Star Trek  style replicators. Odds are there are more   problems we don’t even know of yet too. The Clanking Self-Replicator is often a   better option, and this is more the assumption  that you’re not going for tiny little robots,   but a bunch of big drones and factories.  Big animals and plants, not microbes.   At its core, imagine a factory for making robots  that could make any of the robots needed to   perform most of the functions in that factory, to  supply that factory, or build another copy of that   factory. This is going to use a huge, insulated  cauldron for making its metals because this is   more efficient than a bunch of tiny bots. We don’t  really use these on Earth though because it’s so   much easier to employ a human for any of the parts  that aren’t easily roboticized or repetitive,   and we have a lot of humans who need work. It's hard to predict how labor will go on Earth;   where we have a plentiful supply of people,  and there’s good reason to think those people   actually require more effort and resources if  you don’t keep them occupied usefully, so we will   likely never have totally automated factories.  But in space, we may have to, especially with   interstellar efforts. More likely though, we  would engage in Human-Machine Teaming, which   at least in recent decades has tended to prove far  more useful than machines alone or humans alone.   So, our spaceship factories in space,  where manpower is likely to be limited,   will probably tend to be in this semi-autonomous  clanking self-replicator situation where some   large but not truly automated chunk of the  supply chain is being partially run by humans.   Maybe maintenance, maybe they are the ones  doing final assembly and quality control,   and the overall administration and  management might be jobs for them too.  This would seem to work better for very big  projects like those mile-long battleships sci   fi loves, or those even bigger Arkship  colony vessels we love to discuss on   this show for interstellar generation ships. This strikes as your most likely setup in part   because it resembles modern manufacturing, but  is likely to have a lot of very simplified supply   chains, in locations if not steps. You’re always  able to move faster and better in manufacturing   if you’re dedicating a specific spot to making  a specific item, not the whole device. For us,   it isn’t the lone bot or factory that  self-replicates, or even the lone human   or couple, but rather the civilization itself  that self-replicates, and that’s very needed   where an arkship is considered because you are  not just building a big metal cylinder. You have   to set up and decorate or equip each compartment,  some of which need to be elaborate ecosystems for   organisms you’re taking with you, others would  need complex factories for gear you need to   repair and replace, and yet more would be schools,  parks, farms, gardens, and entire communities.  So we can imagine tiny little robots or  entire automated facilities doing this,   maybe even building critters and people from  DNA templates and education and care archives,   but there are so many hurdles in the way of  this process – what we call seed ships or data   ships – that it would seem hard for it to go fast.  Indeed, when you think about it, while we can   repair things hyper-fast NASCAR style, or build  houses or bridges overnight. Generally speaking,   we tend to move bigger things, and more slowly  than in prior times. Houses don’t get built   overnight or in a few weeks, it’s a process of  many months or even years for bigger buildings,   and it produces superior work, at least for  whatever quantities you’re optimizing around,   be it time, labor, money, minimal  paperwork, minimal local disruption, etc.  I think this will be the case more in the future  too, but in the context of this larger organism   doing replication, we might consider mitosis as  an option - that our starship factories of the   future might be starships themselves. We have  contemplated this in the case of our Gardener   Ship; a large interstellar generation ship that  needs to be able to manufacture any component   the ship or colony will need in case it breaks,  since in multi-decade or multi-century journeys,   anything can break. Thus they can manufacture  an entire new ship so long as they’re given the   time and enough raw materials, and  they have a lot of time. They have   decades between nearest points in which to  do little but build and breed more people.  So, arriving at a colony destination, it  would seem very likely that many people who   spent their whole life on that giant ship wouldn’t  necessarily want to become a planetary colonist,   and the population would have risen during  that voyage, so some stay on the old ship,   some go to form the new colony, and some go  on the new ship to a new destination after   they help the colonists start up and refill  their raw supplies. They just keep doing this,   growing their numbers and restocking as they  journey toward the galactic rim, see our Gardening   the Galaxy episode for a look at that life. But critically, it offers us the option of   mitosis for ships, or colonial fleets, as they  might be a small fleet rather than a lone ship,   and might add ships as they go, building them  from raw materials acquired at each stop,   and occasionally divide that fleet like a cell  would. Or a Spaceship might flat-out grow longer   over time like a big, long worm, then, unlike  actual worms, those types of ships could divide   and form new ships by cutting themselves in half.  Or they might even grow themselves in a DNA helix   style and unzip the ship into two identical ones. We’ll be exploring more of the ideas of truly   complicated mass manufacturing, and dedicating  entire large asteroids to industry – or entire   moons or planets – this weekend in our Scifi  Sunday episode: Forge Worlds & Industrial Planets,   but as we’re seeing today, it is very  likely that your true starship factories,   those making big ships, along the lines of  colony vessels, not merely little shuttles, are   more likely to be entire cities or nation states  in space, not some small dockyard of hundreds,   and in the future, a project of that scope might  even be accomplished largely by automation.  We’re also seeing this automation is likely to  involve many layers, from the classic welder,   to entire biosystems of nanotech, to gardeners  and biologists, and even more obscure things   like hospital administrators, investors and  recruiters, because those big ships aren’t   just a gun and engine, they’re a small  civilization – or even a large one. And   you need experts in everything, and storage  space for everything, up to and potentially   including antimatter fuel or weapon storage,  or space for the guys who handle installing   the micro-black hole in the spaceship’s basement. Indeed, you might need a whole world to really do   it right, especially for big ones, and it might  be that you do build them down on the ground,   then winch them up to space by tether between  a pair of orbital rings, but again we’ll   examine that option this weekend in Forge Worlds. One last option for acquiring your spaceships is   not to manufacture them, but to instead steal  them from others, and space piracy might be a   fairly complex process, especially as it’s often  likely to be data and designs you need to steal,   not just raw materials or ultra-expensive computer  chips. However, it is always possible we might be   able to make ships that could travel to other  universes if the Multiverse idea is true,   in which case you might be able to make your  starships by manufacturing one, then stealing   copies from those adjoining multiverses where  an almost identical spaceship just got produced.  Of course, that implies you’re violating the first  rule of warfare, never try picking on someone your   own size, since they presumably have identical  technology and infrastructure to yourself.  It’s also a good reminder about scale, because  while those massive mile-long ships might be   popular in sci fi for their sheer appearance  of immensity, we have good reason to believe   that bigger will be better for a lot of aspects  of ship efficiency, speed, or combat prowess,   and that space faring civilizations can get away  with both quantity and quality, fielding huge   numbers of huge ships which are each incredibly  sophisticated, multipurpose capable, and powerful.  And so, while we might see small ship factories  like The Scrapyard, turning out tiny boats,   or others making small personal yachts, like  we discussed in Your Own Personal Spaceship,   there is definitely room for bigger starship  factories, and they might need that room too,   as some might be as big as entire  continents, or encircle entire planets.   I always enjoy writing these episodes with  the narrative formats to them as it seems like   stories are just such a good approach to teaching  science. If you’ve done much STEM teaching you   probably know how hard it is to teach some  concepts, like electricity and circuits,   to even smart adults or teens. It takes a  unique mixture of hands on experience and   narrative to really make it stick. This is why I  was fascinated by our newest sponsor, Upper Story.  Their newest game Spintronics, has number of  example puzzles for you to build woven inside   a beautifully illustrated graphic novel.  So instead of boring instructions you get   a steampunk-themed story of a young clockmaster  learning an alternative technology, electricity,   and using gears to build mechanical circuits  and teach about both them and electricity.  Spintronics does an amazing job showing all the  electronic components in a hands-on way that is   fun and instructive. I loved it and found it quite  stimulating but more importantly my kids loved it,   everything from experimenting with different  resistor combinations to building chain linkage,   and I had to use ice cream to lure them away. So as we go into the holiday season, if you’re   looking for a fun and hands on educational gift  for your family or friends, something that can be   played in a group or solo, use the link in the  episode description upperstory.com/spintronics   to learn more, and don’t forget to use coupon code  ISAACARTHUR at checkout to save 10% on your order. So back in August we began circulating a petition  to save the New Horizons Space probe out in the   Kuiper Belt, to keep the research team for  the billion dollar probe billions of miles   from home running, and I’m very glad to say that  was a success. We got thousands of signatures,   and the bulk of them, especially the early  ones so critical to getting it to snowball,   come from this audience. As did the donations  that helped promote the petition for others to   see it. So if you signed that petition, shared  it, donated to it, or wrote your congressmen,   yes, you absolutely saved the New Horizons  probe so it could continue the process of   expanding our horizons. Thank you so much. We  literally could not have done this without you.  I did also want to thank the rest of the  leadership at the National Space Society   for their support for this, particularly  Executive Vice President Hoyt Davidson,   who did so much of the heavy lifting on the front  end of this, and the Beyond Earth Institute and   Space Frontier Foundation for co-signing our  letter to NASA and congress, along with many   other groups like Space.com and Universe Today who  helped raise awareness or circulate the petition   once we got it going, and it just helps show what  amazing things we can do when working together for   a shared greater future. So again on behalf of the  National Space Society, thank you, and Ad Astra!  Speaking of building the future, this  weekend on Scifi Sunday we’ll be continuing   our factory theme by contemplating  entire planets devoted to industry,   in Forgeworlds & Industrial Planets. Then  next Thursday on October 19th we’ll discuss   if Life Extension Is Ethical. Then we will look at  another type of dedicated planet, Fortress Worlds,   on October 26th, and in two weeks we’ll finish  October, with our monthly Livestream Q&A,   on the 29th. Then on November 2nd we’ll  ask if the Rebel Space Colonies we often   contemplate in scifi and futurism might occur  and what they’ll be like, before we release   our big-3 hour long updated and extended edition  of the Fermi Paradox Compendium on November 9th.  If you’d like to get alerts when those and other  episodes come out, make sure to hit the like,   subscribe, and notification buttons. You can  also help support the show on Patreon, and if you   want to donate and help in other ways, you  can see those options by visiting our website,   IsaacArthur.net. You can also catch all  of SFIA’s episodes early and ad free on   our streaming service, Nebula, along with hours  of bonus content, at go.nebula.tv/isaacarthur.  As always, thanks for watching,  and have a Great Week!
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Channel: Isaac Arthur
Views: 271,771
Rating: undefined out of 5
Keywords: science, future, space, spacecraft, station, spaceship, starship, tehcnology, indsutry, dock, dockyard, spacedock, manufacturing, AI, robot, automation, asteroid, mining, planet, star, moon
Id: 3Fj5w8BwBE8
Channel Id: undefined
Length: 31min 7sec (1867 seconds)
Published: Thu Oct 12 2023
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