3D Robot Ecosystem

The 3D Robot Ecosystem will be made up of a few parts, and will evolve naturally over time.

The crypto ecosystem will be intended to manage the development and growth of the ecosystem, however in the beginning a different mechanism might be required to do so.

MakerSpaces As physical location will play a key role in the development and deployment of the ecosystem.

Different locations can choose different styles, but some sort would help everyone out!

Raw Materials
What is defined by "Raw Materials" will definitely change over time, but has a definite definition and description. Raw Materials are the fungible materials that go into the robot, where as the End Products are the finished non fungible product that comes out of the robot.

This will include but not be limited to:

plastic filament

powders (of various materials)

billets (and other shapes of materials to be melted into other shapes)

raw shapes for machining

2d sheet materials to be cnc routed

And many others.

There is also a separate class of "Imported products", these are really "End Products" that will be imported into a system to be moved around. Since these end products might not have come from the 3D Robot ecosystem itself, they will have to imported in.

A classical example of these will be: Stepper motors, threaded rods, ect.

Any outside system can be imported in.

Designs
All systems have to be designed and they have to be designed well. They should be designed as completely as possible and should take into consideration parametric designs and user experience both while using the end product and while choosing it and building it. And they also have to design subsystems to be used in other systems, this is similar to APIs in computer programing.

If properly done we can have a rich and growing ecosystem, and everyone in it can be healthy and happy.

There is the obvious question of what should be designed, ultimately that will be decided and voted on.

A gitcoin style approach here makes particular sense, where individuals offer bounties for what they want and designers also but up their designs ideas (what they want to do). Ultimately both sides will have to agree and a bounty will be issued and the designer will have deliver the right results and would get the bounty.

Design tokens can also be used to see which designs should be designed first

End Products
These are what comes out of the robot. These are also non fungible, which means that they have different options and could belong to different people and have different usage and condition levels.

It would still be beneficiary if people would be able to trade buy and sell and even borrow these systems as well as being able to build them from scratch (which is always possible).

Of course if something very specific is needed then building from scratch might be necessary. But having the capability of buying it from someone else new or used or just borrowing should be a great benefit.

Mining
Mining is a activity through which we use End Products to produce Raw materials. This can include minerals, metals, or even services. Services are also Raw Materials, so for example shipping 1 Kg 1 Km is a RM and scales linearly (the more shipped the longer distance costs more linearly). So people can create bounties for designers to design miners or superior miners that will mine RM which will be exchanged. Classical examples would be designing a filament extruder to make filament, or a autonomous shipping vehicle that would be mining shipping blocks. Food can also be a Raw Material and hence can also be "mined" by building designs that can autonomously produce food. The 3D Robot is a End Product which can be considered a miner of "3D Robot labor", while the 3D Robot is a End Product its labor is a Raw Material, so 1 hour of work by the 3D Robot for example is fungible and hence a Raw Material from this perspective a 3D Robot is a miner of 3D Robot labor and can be borrowed to produce more labor, the exchange rate of labor (as a RM) multiplied by the amount of labor it can do before failing is the value any miner can produce (assuming the price doesn't change).

The bid process
Bidding and Bounties and Exchanges All have a crucial part to play in the ecosystem, in particular in deciding what get build when and how, and in the long term sustainability of the ecosystem.

All three of them are different and have utility.

The simplest one is just the Exchanges These work as one would expect you have a fungible item (raw materials) which over time can be represented using crypto as tokens and you have a linear p*q=k product based exchange. And basically the price of any material depends on the supply and demand and the markets react to these pressures, this ensures the proper amount of each is being created all of the time.

The Second one is the Bidding and the Bounties both of these are meant for more or less "custom" systems such as Designs and even End products, both of these are Non fungibles. That means that each set of objects is different then the other one, due to different options are realities (such as how used is it, is it new, who owned it, ect.).

In such a system there are two parties the one who creates demand and the one who creates the supply we will call them buyer and seller.

So the buyer if they want something that Is not listed then he creates a Bounties to be fulfilled by someone else. If the seller has a product that they want to sell then they create a bid for it and see if there is any interest in it.

Notice how the process is the same for both the design and the end products, although there are some key differences that are discussed in the respective articles. Also notice how the process is the same for the seller if they have the item or not, meaning if they already built something and are selling it, or if they are planning on building and getting a heads up (and same for the design already done, or not done yet) This is the reason why it is called Bounties Because that is what is being created here they will however be a penalty for not delivering, with much more being discussed in the respective articles.

Governance and Maintenance and Advisory
This section can be made as big or as small as needed.

As a Libertarian I don't like to much oversight, but maintenance and some growth is needed, and good governance can benefit everyone alot!

First it is important to remember that anyone can fork this project and any aspect of it, then they could also change any of the parameters and go in that direction.

So there will be many version each with its own set of options and people will choose which set they like the most and different sets will be competing with each other.

None the less someone has to develop the underlying code and make sure there are no bugs and hacks and that things work and that they grow and all is well.

Also on the governance side it might make sense (especially as things get bigger) to have a small amount of oversight to ensure that maximum efficiency for a system as a whole is achieved.

So that it might become obvious that if everyone pools together resources that it might become better for everyone to get something done.

So for example shipping might be handled by the system and everyone will pool together for that, or it might make sense to build a bigger machine to make more of a raw material for everyone.

This might benefit everyone.

For the most part the system will figure itself out and individuals will make their own decisions which will stabilize things, but having a birds eye view would sometimes be the best and increase efficiency.

But then again in the end the choice will be the users and we will see which versions of options will work the best!

MakerSpaces
MakerSpaces have multiple goals

They will try to create a place where users can experiment with new systems and design and deploy new systems.

They can also be used for a community to have multiple robots to create systems that are too big or hard to make at home (like say cars or larger items).

They will also have tools that might be rare for others to have for specific applications (like glass work or other rarer items).

It will allow for sharing and pooling resources to reduce cost.

It will allow for a quality education for the future designers and experimenters by the best designers who want to teach others who want to join.

It will be like a retail store where individuals can choose options online and have them built there, or they can come there and speak with the pros and the designers themselves to get the most out of a system.

It can also be a local warehouse for raw materials and end systems and people need both in the makerspace and at home.

So if one needs to borrow a tool or use some raw materials a convenient storage can be available.

And perhaps even more!

Storage and retrieval
There will be a need for everyone to store transport and access things (all types of things).

There will be a necessity when building things to have material management for the robot. There also will be a much larger need for a complete ecosystem to handle its materials.

There is also the trading system mentioned previously.

Finally the goal here is to create a "game like" experience so everyone could have a inventory and trade (buy or sell) the inventory and retrieve it as well.

Robot can be used to store and transport and retrieve things. And computers can be used to maintain inventories and people will be able to trade as well as produce new things.