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Intermediate update of Concepts pages
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content/docs/guide/concepts/building.md

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{{% /pageinfo %}}
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## Overview
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[Building Templates]({{% 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 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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Building Category
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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 needs [maintenance]({{% ref "maintenance" %}}) to prevent Faults occurring.
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Buildings defrade as they are used and therefore need [maintenance]({{% ref "maintenance" %}}) to prevent Faults occurring.
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## Characteristics
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## Physical Characteristics
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Construction material
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Buildings can be constructed from a number of materials:
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- CONCRETE
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- INFLATABLE
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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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## Functions
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A Building provides a number of Functions to the Setttlement. Each Function has a special purpose and confguration set in the associated building template.
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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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### Administration
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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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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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### Computation
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Represents a dedicated computing resources that can be used generally from throughout the Settlement.
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### Cooking
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[Food Recipes]({{% ref "/docs/definitions/food" %}}).
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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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### 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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### 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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### Exercise
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A gym used for Persons to complete Exercise related Tasks.
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### Farming
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[Crops]({{% ref "/docs/definitions/crop" %}}).
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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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There is also cleaning activities of the facilities.
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### Fishery
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The Fishery function results in a Building have a pool to support growing Fish. When there is an excess of Fish, a Worker can collect them and use them for cooking.
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There is also cleaning activities of the facilities.
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### Food & Dessert Preparation
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TBD Link to meals
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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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### 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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### Living Accomodation
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Sleeping quarters for Persons encompasses an allocated bed. Primarily used for the Sleep task.
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### Management
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Provide office space for the leadership team of a Settlement.
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### Manufacture
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[Processes]({{% ref "/docs/definitions/process" %}}).
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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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### Medical Care
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[Treatments]({{% ref "/docs/definitions/treatment" %}}).
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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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### 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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- Areothermal Power Source
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- Fission Power Source
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- Fuel Power Source, this sources uses a specific resource for fuel.
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- Solar Power Source
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- Solar Thermal Power Source
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- Thermionic Nuclear Power Source
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- Wind Power Source
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### Power Storage
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Power is critical to the Settlement operations and this Function allows any generated power from Power Generation to be stored for long-term reuse.
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### Recreation
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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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### Resource Processing
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TBD explain features of a Lab
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[Research]({{% ref "research" %}})
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### Resource Processing
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### Robotic Station
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[Robots]({{% ref "robot" %}})
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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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### Storage
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[Resources]({{% ref "/docs/definitions/resource" %}}).
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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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### Thermal Generation
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This provides heat to a Building using one of the supported heat sources:
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- Electric Heating Source
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- Fuel Heating Source, this sources uses a specific resource for fuel.
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- Thermal Nuclear Source
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- Solar Heating Source
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### Vehicle Maintenance
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[Vehicles]({{% ref "vehicle" %}})
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### Waste Processing
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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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### Waste Processing
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## Build a new building
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Link to Construction Definitions
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[Construction Stages]({{% ref "/docs/definitions/construction" %}}).
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New Building can be constructed by using a Construction Mission. A Building construction generally undergoes 3 stages:
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* Foundation
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* Frame
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* Building
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Each stage delivers one of the [Construction Stages]({{% ref "/docs/definitions/construction" %}}).
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---
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title: Management
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description: Management of a Settlement
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weight: 90
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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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The management of a Settlement relies on the Settlers having various Job and Roles assigned. The Roles influence the decision a Settlement takes in terms of Missions or Tasks.
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The Job provides a finer control over who can start or contribute towards a Task.
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A Person can only have a single Roles and a single Job.
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## Roles
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### Specialist
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AGRICULTURE_SPECIALIST |
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ENGINEERING_SPECIALIST |
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MISSION_SPECIALIST |
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LOGISTIC_SPECIALIST |
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RESOURCE_SPECIALIST |
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SAFETY_SPECIALIST |
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SCIENCE_SPECIALIST |
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COMPUTING_SPECIALIST |
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### Chiefs
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Only large Settlements have Chiefs.
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CHIEF_OF_AGRICULTURE |
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CHIEF_OF_COMPUTING |
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CHIEF_OF_ENGINEERING |
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CHIEF_OF_MISSION_PLANNING |
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CHIEF_OF_LOGISTICS_N_OPERATIONS |
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CHIEF_OF_SAFETY_N_HEALTH |
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CHIEF_OF_SCIENCE |
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CHIEF_OF_SUPPLY_N_RESOURCES |
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### Crew
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CREW_ENGINEER |
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CREW_HEALTH_N_SAFETY_OFFICER |
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CREW_OPERATION_OFFICER |
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CREW_SCIENTIST |
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### Council
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Allocation of Roles in the Council space are limited by the size of the Settlement. Smaller Settlement swuldjust have a Commander.
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PRESIDENT |
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MAYOR |
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COMMANDER |
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SUB_COMMANDER
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## Jobs
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- Architect
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- Areologist
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- Astronomer
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- Biologist
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- Botanist
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- Chef
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- Chemist
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- Computer Scientist
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- Doctor
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- Engineer
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- Mathematician
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- Meteorologist
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- Physicist
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- Pilot
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- Politician
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- Psychologist
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- Reporter
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- Technician
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- Trader
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---
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title: Person
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description: Vehicles travel outside a Settlement
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description: Humand Settlers on Mars
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weight: 60
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---
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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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## Physical Charactertics
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[Complaint]({{% ref "/docs/definitions/complaint" %}}).
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## Settlement Position
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### Job
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### Shift
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---
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title: Research
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description: Details fo Scientific Research
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weight: 70
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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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## Types of Science
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TBD
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List of Science
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## Types of Research
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TBD
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List of Scientific Studies
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content/docs/guide/concepts/robot.md

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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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## Robot Types
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There are number of predefined types of Robots that can be simulated.
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* Garden Bot
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* Repair Bot
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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 certain robot model that follows the characteristic of a single type.
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There are a number of preconfigured RobotSpecs defined by default [Robot Spec]({{% ref "/docs/definitions/robot" %}}).
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content/docs/guide/concepts/worker.md

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description: Workers complete Tasks
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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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[Tasks]({{% ref "task" %}}).
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Persons and Robots are classified as Workers. Workers are responsible for working on [Tasks]({{% ref "task" %}}) and [Missions]({{% ref "mission" %}}).
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A Worker can move around a Settlement to do Task, in addition a Person can be EVA Tasks.
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All Workers are not equal as they have individual Skills and Attributes that contribute to their effecient and performance.
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## Skill
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Every Worker has a variety of skills at their disposal and may acquire the following skills at the beginning of or during the simulation. The level of certain Skills contribute towards how a Task is completed.
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### Skill Types
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Skills can prove useful in various tasks while stationed, and can improve with exercise. Skill proficiency is measured in levels, where Level 0 is the lowest level.
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* `Areology` - the Martian equivalent of geology, areology is the study of the surface, crust, and interior of Mars.
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* `Astronomy` - like on Earth, astronomy is the study of celestial objects, the physics, chemistry, mathematics, and evolution of such objects.
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* `Biology` - the study of life and living organisms, including their structure, function, growth, evolution, distribution, and taxonomy. On the Mars settlement, this is mostly human focused.
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* `Botany` - a branch of biology, botany is the science of plant life.
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* `Chemistry` - the study of the composition, properties and behavior of matter.
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* `Computing` - the mastery of using devices to perform computation.
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* `Construction` - a process that consists of the building or assembling of infrastructure.
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* `Cooking` - the art or practice of preparing food for consumption with the use of heat.
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* `EVA Operations` - EVA stands for Extra-vehicular Activity and covers all kinds of operations performed outside a habitat or vehicle.
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* `Management` - the administrative talent for managing the settlement.
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* `Materials Science` - is an interdisciplinary field applying the properties of matter to various areas of science and engineering.
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* `Mathematics` - the abstract study of topics such as quantity, structure, space, and change.
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* `Mechanics` - the branch of science concerned with the behavior of physical bodies when subjected to forces or displacements, and the subsequent effects of the bodies on their environment.
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* `Medicine` - the field of applied science related to the art of healing by diagnosis, treatment, and prevention of disease.
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* `Meteorology` - the interdisciplinary scientific study of the atmosphere.
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* `Physics` - the study of matter and its motion through space and time, along with related concepts such as energy and force.
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* `Piloting` - the controlled operation and movement of a vehicle, such as drones, explorer rovers, transport rovers, cargo rovers, and light utility vehicles.
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* `Psychology` - the study of human psyche and the affinity to apply psychological insights in interpersonal relationship.
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* `Reporting` - writing reports, capturing the moments and putting together documentary/docudrama.
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* `Trading` - the transfer of the ownership of goods from one person or entity to another by getting something in exchange from the buyer.
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The skill level affect the outcome of the task a person perform in terms of *speed* and *efficiency*.
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### Multiple Skills
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Although each one of these skills corresponds to a specific [Job](https://github.com/mars-sim/mars-sim/wiki/Jobs), a Worker is not limited to have one and only skill. e.g. A person may be a `Biologist` and he may have a level 2 `Biology` skill, level 1 `Mechanics` skill, and level 3 `Botany` skill.
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### Experience Points
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A Worker's skill may advance to the next level by repeatedly performing pertinent tasks to gain experiences so that their experience points may reach the next level threshold.
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The formula for calculating the needed experience points for the next level is `25 * 2^ level`.
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### Labor Time
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Labor time is measured in millisols as experienced on Mars. It tracks how much time a Worker spends in performing a Task that makes use of a skill. At the beginning of a new simulation, the labor time of a skill in a Worker always starts at zero.
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Most of the time, a Worker will be less likely to chose a certain task that they lack the skill set to do so.
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### Initial Skill
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The set of Skills assigned to a Worker uses an algorithm to ensure not all skills set at zero.
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Robot skills are defined by their associated [Robot Spec]({{% ref "/docs/definitions/robot" %}}).
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Person skills are created randomly but heavily influenced by their assigned [Job]({{% ref "management#jobs" %}}).
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## Attributes
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In addition to Skills Workers also have `National Attributes` which reflect their personality.
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hugo.yaml

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taxonomyCloud: [tags, categories]
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# If used, must have same length as taxonomyCloud
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taxonomyCloudTitle: [Tag Cloud, Categories]
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taxonomyCloudTitle: [Tag, Categories]
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# set taxonomyPageHeader = [] to hide taxonomies on the page headers
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taxonomyPageHeader: [tags, categories]
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<div>
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<span class="badge text-bg-primary">Version: {{.Get "version"}}</span>
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<small>Generated on: {{.Get "generatedOn"}}</small>
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</div>

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