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Updates to Concepts pages
Changes: - Create a definition-label shortcode to be used in config index pages - Add a version history pages - Intermediate update for Concepts pages Part of #7
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content/docs/guide/concepts/_index.md

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description: Overview of the concepts
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weight: 1
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---
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{{% pageinfo color="info" %}}
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This is placeholder content.
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{{% /pageinfo %}}
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The Simulation is driven by a [Scenario]({{% ref "#scenarios" %}}) that defines the starting conditions of a Simulation.
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The MarsSim project is an autonomous simulation of life on Mars for Settlers living in Settlements.
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Any Simulation is defined by a [Scenario]({{% relref "#scenarios" %}}) that defines the starting conditions.
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## Entities
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Time Base Simulation
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Event event based
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The simulation involves managing many entities and simulating the impact of time on each of them. There are different Entities from the large Settlement down to a small EVASuit. The impact of time affects each type differently and has consequences on other Entities.
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Time is simulated as a time pulse that applies a time duration to all entities, the frequency and duratino of these pulses can be altered by the end-user to drive a slower or faster simulation.
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## Scenarios
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The Scenario provides the starting condition of a Simulation.
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The default installation provide a number of predefined [Scenarios]({{% ref "/docs/definitions/scenario" %}}) as well as the ability for a user to create their own can be created via the Scenario Editor
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The default installation provide a number of predefined [Scenarios]({{% relref "/docs/definitions/scenario" %}}) as well as the ability for a user to create their own can be created via the Scenario Editor tool.
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Each Scenario consists of 2 elements of information that the Simulation uses to build the initial set of entities; one for the exiting Settlements and the other future Settlements.
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### Settlements
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### Existing Settlements
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[Settlements]({{% ref "settlement" %}}) are the cornerstone of the Simulation as they are the main modelled entity. Each settlement that exist in the Scenario is defined as:
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[Settlements]({{% relref "settlement" %}}) are the cornerstone of the Simulation as they are the main modelled entity. Each settlement that exist in the Scenario is defined as:
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- A unique name
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- A Settlement Template that specifies the physical layout of the Settlement.
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- Location on Mars Surface
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- The owning Authority
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- Population sizes
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- Optional Crew. If a crew is present; it's members will be seeded into the initial Settlement population. There are a number of pre-defined [Crews]({{% ref "/docs/definitions/crew" %}}); in addition new Crews can be created via the Scenario Editor.
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- Optional Crew. If a crew is present; it's members will be seeded into the initial Settlement population. There are a number of pre-defined [Crews]({{% relref "/docs/definitions/crew" %}}); in addition new Crews can be created via the Scenario Editor.
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### Arriving Settlement Mission
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This defines if any new Settlements will be created in the future via a Resupply Mission. Currently there is no limit of the size of the supply mission, e.g. a 20 Building Settlement could arrive in one delivery.
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The Resupply stipulates all the existing Settlement details with the additino of the future arrivla in terms of Sols.
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This defines any new Settlements that will be created in the future via a Resupply Mission. Currently there is no limit of the size of the supply mission, e.g. a 20 Building Settlement could arrive in one delivery.
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The Resupply stipulates all the existing Settlement details with the additino of the future arrival in terms of Sols.
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## Activities
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[Missions]({{% ref "mission" %}})
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The daily life of Settlers and Robots are simulated at a micro level allowing them to perform Activities that may improve the settlements:
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- [Tasks]({{% relref "task" %}}) which are activities for an individual to perform.
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- [Missions]({{% relref "mission" %}}) these use a group of Settlers to work together to achieve an objective.
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content/docs/guide/concepts/authority.md

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An Authority defines the objective/agenda of that Authority with their space missions.
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There are a number of preconfigured Reporting Authories provided, [Authories]({{% ref "/docs/definitions/authority" %}})
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There are a number of preconfigured Reporting Authories provided, [Authories]({{% relref "/docs/definitions/authority" %}})
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## Agenda
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An agenda provides an objective for the Authority doing space exploration.

content/docs/guide/concepts/building.md

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description: Buildings within a Settlement
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---
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{{% pageinfo color="info" %}}
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This is placeholder content.
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{{% /pageinfo %}}
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## Overview
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Buildings provide the physical environment of a Settlement. Each Building can be connection to others or stand-alone. Not all builidngs have LifeSupport features. The Building is defined as providing a set of Functions via a [Building Template]({{% ref "/docs/definitions/building" %}}).
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Buildings provide the physical environment of a Settlement. Each Building can be connection to others or stand-alone. Not all buildings have LifeSupport features. The Building is defined as providing a set of Functions via a [Building Template]({{% relref "/docs/definitions/building" %}}).
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Each Building also has a Category that summerises the purpose of the Building in the Settlement. This is derived from the most important Function.
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Buildings defrade as they are used and therefore need [maintenance]({{% ref "maintenance" %}}) to prevent Faults occurring.
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Buildings degrade as they are used and therefore need [maintenance]({{% relref "maintenance" %}}) to prevent Faults occurring.
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## Physical Characteristics
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- PRE_FABRICATED
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- SEMI_ENGINEERED
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The type of material contrbiutes to heat loss and how ti survives a meteorite strike. It also has an impact on contriction speed.
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The type of material contributes to heat loss and how it survives a meteorite strike. It also has an impact on contruction speed.
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## Functions
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Each Function has a special purpose and confguration set in the associated building template. Also many have a capacity of how many Workers can use that Function simultaneously.
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This function provides office space for adminstrative tasks to be completed.
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### Algea Farming
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This function provides the Building the ability to grow Algea in a farm so that it cna be used as Food.
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This function provides the Building the ability to grow Algea in a farm so that it can be used as Food.
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There is also cleaning activities of the facilities.
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### Astronomical Observatory
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This function means a Building has the ability to observe the stars. This could be used for social skywatching parties or specialised scientific research.
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### Communication
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Manages communcation channels to Earth. This function provides a specialised dedicated communcation equipment allowing Persons to contact Earth
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Manages communcation channels to Earth. This function provides a specialised dedicated communication equipment allowing Persons to contact Earth.
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### Computation
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Represents a dedicated computing resources that can be used generally from throughout the Settlement.
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Represents a dedicated computing resource that can be used generally from throughout the Settlement.
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### Cooking
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This provides a location where Workers can Cook to create [Meals]({{% ref "/docs/definitions/meal" %}}). This function capacity is aligned to how many hobs/ovens available.
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This provides a location where Workers can Cook to create [Meals]({{% relref "/docs/definitions/meal" %}}). This function capacity is aligned to how many hobs/ovens available.
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### Dining
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This provides an area where Persons can collect to eat Meals together.
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### Earth Return
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This provides th ablity for Persons to return to Earth via a spacecraft. It is currently under developed in the SImulation.
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This provides the ablity for Persons to return to Earth via a spacecraft. It is currently under developed in the Simulation.
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### EVA
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The EVA function provides Airlocks allowing Persons to transfer to the Mars Surface. Airlocks have multiple chambers and usually one Person takes control the of the Airlock process. It includes the wearing and removal of EVA Suits.
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A gym used for Persons to complete Exercise related Tasks.
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### Farming
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Growing of [Crops]({{% ref "/docs/definitions/crop" %}}) is essential to a Settlement and this is provides by this Function. Numerous activities have to be completed continously at this Function to tender the growing crops.
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Growing of [Crops]({{% relref "/docs/definitions/crop" %}}) is essential to a Settlement and this is provides by this Function. Numerous activities have to be completed continously at this Function to tender the growing crops.
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There is also cleaning activities of the facilities.
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There is also cleaning activities of the facilities.
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### Food & Dessert Preparation
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This is complementory to the Cooking function but it is focused on taking raw ingredients and creating food products that can be eaten directly or used in Cooking. There are a number of [Food Recipes]({{% ref "/docs/definitions/food" %}}) that define what produce can be created.
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This is complementory to the Cooking function but it is focused on taking raw ingredients and creating food products that can be eaten directly or used in Cooking. There are a number of [Food Recipes]({{% relref "/docs/definitions/food" %}}) that define what produce can be created.
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### Life Support
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Any Building that support Persons needs to have a Life Support capability. This controls the air mixture. This function will have a capacity limit on the number of Persons that can be supported.
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Provide office space for the leadership team of a Settlement.
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### Manufacture
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This function provides a workshop with manufacturing equipment that new inventory to be created or salvaged. Each Workshop has a technical level that contrls what proccesses can e run.
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There is a list of configured [Processes]({{% ref "/docs/definitions/process" %}}) defined.
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This function provides a workshop with manufacturing equipment that new inventory to be created or salvaged. Each Workshop has a technical level that controls what proccesses can be run.
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There is a list of configured [Processes]({{% relref "/docs/definitions/process" %}}) defined.
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### Medical Care
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This provides a SickBay capability that provide [Treatments]({{% ref "/docs/definitions/treatment" %}}) for Persons that suffer a [Complaint]({{% ref "/docs/definitions/complaint" %}})
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This provides a SickBay capability that provides [Treatments]({{% relref "/docs/definitions/treatment" %}}) for Persons that suffer a [Complaint]({{% relref "/docs/definitions/complaint" %}})
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### Power Generation
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This generates power that can be used in the Settlement. The generation will be one of the available sources:
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This provides an area where Persons can meet out of work. Generally this would be chairs and tables.
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### Research
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TBD explain features of a Lab
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[Research]({{% ref "research" %}})
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Provides laboratory service to allow Workers to complete [Research]({{% relref "research" %}}). Each lab has a specific technology level and the range of supported Science.
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### Resource Processing
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This Function support a number of processes that convert Resources from one type to another. The specific Building type supports a specific set of [Resource Processes]({{% relref "/docs/definitions/resprocess" %}}). A process requires a manual effort to start but then runs until either the source Resource is exhausted or the process is stopped.
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### Robotic Station
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This provides a charging station for [Robots]({{% ref "robot" %}}). It can also be used as a parkign area for idle Robots.
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This provides a charging station for [Robots]({{% relref "robot" %}}). It can also be used as a parking area for idle Robots.
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### Storage
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This covers a storage ability within the Building. Storage can holdany type of [Resources]({{% ref "/docs/definitions/resource" %}}) if there is capacity. Storage can have a capacility limit for particular resources of types.
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This covers a storage ability within the Building. Storage can hold any type of [Resources]({{% relref "/docs/definitions/resource" %}}) if there is capacity. Storage can have a capacity limit for particular resources of types.
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### Thermal Generation
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### Vehicle Maintenance
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[Vehicles]({{% ref "vehicle" %}}) need periodic maintenance and this is most easy done when the Vehicle is garaged off the Mars Surface. The function has a garage that can support a fixed number of vehicle spaces. This function can also be used to provide a quicker load/unload process.
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[Vehicles]({{% relref "vehicle" %}}) need periodic maintenance and this is most easy done when the Vehicle is garaged off the Mars Surface. The function has a garage that can support a fixed number of vehicle spaces. This function can also be used to provide a quicker load/unload process.
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### Waste Processing
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This is similiar to the [Resource Processing]({{% relref "building#resource-processing" %}}) but removes Resources that are waste. As above it supports a number of processes that are triggered once the amount of waste exceeds a certain level.
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## Build a new building
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Each stage delivers one of the [Construction Stages]({{% ref "/docs/definitions/construction" %}}).
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Each stage delivers one of the [Construction Stages]({{% relref "/docs/definitions/construction" %}}).

content/docs/guide/concepts/equipment.md

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## Overview
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## EVA Suit
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EVA Suit needs [maintenance]({{% ref "maintenance" %}}) to prevent Faults occurring.
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EVA Suit needs [maintenance]({{% relref "maintenance" %}}) to prevent Faults occurring.
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## Containers
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content/docs/guide/concepts/maintenance.md

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## Maintenance
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[Parts]({{% ref "/docs/definitions/part" %}})
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[Parts]({{% relref "/docs/definitions/part" %}})
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## Faults
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[Malfunctions]({{% ref "/docs/definitions/malfunction" %}})
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[Malfunctions]({{% relref "/docs/definitions/malfunction" %}})
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content/docs/guide/concepts/person.md

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## Overview
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A Person can participant towards the [Management]({{% ref "management" %}}) of the Settlement.
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A Person is also a [Worker]({{% ref "worker" %}}) to complete Tasks.
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A Person can participant towards the [Management]({{% relref "management" %}}) of the Settlement.
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A Person is also a [Worker]({{% relref "worker" %}}) to complete Tasks.
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## Physical Charactertics
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[Complaint]({{% ref "/docs/definitions/complaint" %}}).
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[Complaint]({{% relref "/docs/definitions/complaint" %}}).
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content/docs/guide/concepts/robot.md

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description: Robots can work on Tasks.
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## Overview
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Robots can act as [Workers]({{% ref "worker" %}}) to complete Tasks and Missions.
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Robots can act as [Workers]({{% relref "worker" %}}) to complete Tasks and Missions.
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## Robot Types
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There are number of predefined types of Robots that can be simulated.
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There are number of predefined types of Robots that are simulated. These have physical characteristics to certain Tasks.
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* Chef Bot - Specialise in cooking and food preparation activities
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* Construction Bot - Specialise in Constructing new Buildings
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* Delivery Bot - Specialises in logicistics of delivery missions
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* Garden Bot - Adapted to tender the growing of plants
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* Maker Bot - Works in manufacturing goods
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* Medic Bot - Provides medical support
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## Robot Specification
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The actual Robots in the simulation are defined by a RobotSpec. The specification defines the behaviour for a robot a single type. There can be different Models of a types to support variations.
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There are a number of preconfigured RobotSpecs defined by default [Robot Spec]({{% relref "/docs/definitions/robot" %}}).
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content/docs/guide/concepts/settlement.md

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description: Overview of the Settlements
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## Overview
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Settlements are controlled by a [Reporting Authority]({{% ref "authority" %}}).
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Link to Settlement Template Definition
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[Settlement Templates]({{% ref "/docs/definitions/settlement" %}}).
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Settlements are the key entities of a Simulation that drives all interactions and hence are complex with numerous components.
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## Settlement Components
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A Settlement has many components that, for example, cover Goods and Trade with other Settlements but the ones below provide other entities to simulate.
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### Buildings
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[Building]({{% ref "building" %}}).
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Buildings make up the location of a Settlement. The Building provide all the Functions to support the Activities of a Settlement and provided an environment for Persons and Robots to exist. Further details can be found in a dedicated page for [Buildings]({{% relref "building" %}}).
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### Population
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[Persons]({{% ref "person" %}}).
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Persons uses Shifts
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Link to Robots &
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Within a Settlement lives [Persons]({{% relref "person" %}}) and [Robots]({{% relref "robot" %}}). These act as [Workers]({{% relref "worker" %}}) perform the various Tasks and activities.
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### Equipment
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[Equipment]({{% ref "equipment" %}})
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### Appliances/Tools
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- [Equipment]({{% relref "equipment" %}}) which can be carried by a Worker to help in a Task.
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[Resupply Manifest]({{% ref "/docs/definitions/manifest" %}}).
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Once established a Settlement can be get regular resupply missions form Earth. The payload of these Missions come from a range of pre-defined [Resupply Manifests]({{% relref "/docs/definitions/manifest" %}}).
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Governance of a Settlement is controlled at 2 levels.
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## Definition
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A Settlement is a complex entity and it will be created from a Settlement Template. The template defines all the above components.
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Roles

content/docs/guide/concepts/task.md

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## Overview
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Tasks are completed by [Workers]({{% ref "worker" %}}).
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Tasks are completed by [Workers]({{% relref "worker" %}}).
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