Lunar Sims
Original browser simulation games set on the lunar surface, in the spirit of the
Maxis management sims of the early nineties. No build step, no dependencies, no
emulator — static HTML, CSS and JavaScript.
Live: https://dr-richard-barker.github.io/LunarSims/
Lunar Farm
farm/ — you run the farm that feeds a lava-tube colony at the Marius Hills
skylight.
Pick a tool from the palette, then click or drag on the ground:
- Drag out a grow hall of any size up to 8×8. A hall is one field: it takes a
single crop across its whole floor, and cost, yield, lighting draw and water all
scale with its footprint.
- Sow, water, feed, treat and harvest whole halls.
- Condition the beds. Regolith is not soil until you make it soil: a new hall is sterile dust
and grows at about two-thirds rate until roots and stubble have been worked through it. Each
harvest improves it, the biomass loop improves it faster, or you can buy the conditioning
outright. Bulldozing a hall throws that work away.
- Drag out track and rail. Press, drag, release: the run takes the longer axis
first and turns once. The preview colours each tile green or red and totals the
cost as you go; blocked tiles are skipped rather than charged for.
- A hall that does not touch a track reaching the habitat cannot be serviced and
grows at about three-quarters speed.
- Rail carries service like track and gives any hall it touches a tenth again in
throughput. Freight trains run the line by themselves; give them a loop or a long
spine rather than a stub.
- Build solar arrays, battery banks, habitats, an ilmenite reduction plant for
water, a biomass oxidation loop for carbon, a landing pad and, eventually,
fission surface power.
- Put the farm on air. A broadcast studio films the harvest, the mess table and
the flowers being arranged, and pays every day — see Earth is watching below.
- Sink a seed vault into the tube through the skylight the station was founded on.
- Run the halls the way EDEN ISS ran its greenhouse — dim or boost each hall's lamps,
hold the air at a CO₂ setpoint, fit fans and radiators, refit a floor to sintered beds or
aeroponic racks, keep two nutrient tanks in band and raise transplants in a nursery. See
EDEN ISS: light, air and roots below.
- Answer the station alerts. Twenty-six of them, each a decision rather than a
dice roll: shelter from a flare or keep the lamps on, patch a puncture or log it,
buy certified seed or sow the tired stock, cut a leafy crop for the mess or bank
the calories, change the fruit recipe or spray calcium and carry on. Forty-two
milestones mark a farm that works — three of them for out-growing the real facilities.
- Re-run published trials. Six studies — EDEN ISS's light trial, Arabidopsis in Apollo soil,
still air at one-sixth g, transplants, enriched air and the first plant data from a solar flare —
are read off the farm's own harvest records and set beside the published figure, and a codex of
field notes files each source as the farm meets it.
Four things drive the difficulty:
- The lunar night. The cycle runs 29.5 Earth days, half of it dark. Solar gives
you nothing for a fortnight, and lighting is shed one whole hall at a time as the
batteries drain. Batteries bridge part of it; a reactor ends the problem.
- The carbon loop. Plants consume CO₂ and the crew produce it. A farm that
exports food exports carbon with it, so the buffer runs down unless you build the
oxidation loop or buy cylinders.
- Calories versus everything else. Leafy greens are quick and barely feed
anyone; potato, sweetpotato, wheat and soybean close the gap. Zinnias feed nobody
and lift morale. Arabidopsis pays only in science, which is what unlocks the
serious hardware.
- Cash arrives in lumps. A potato is three months away from the day you sow it,
and until the studio is built there is nothing coming in between harvests. The
first serious decision of the game is whether to spend the opening capital on
another hall or on the thing that pays you while the hall grows.
EDEN ISS: light, air and roots
The EDEN ISS Mobile Test Facility grew vegetables for the overwintering crew at Neumayer
III in Antarctica through 2018, and its data release (Zabel et al. 2020, Front. Plant
Sci. 11:656; NASA OSDR OSD-895) is the most complete record there is of a space-analogue
greenhouse actually feeding people. Three systems in the farm are built on it, with
supporting numbers from this group's own lunar-habitat modelling. The rule throughout:
the ratios are theirs, the throughputs are scaled for play, and every new factor is
exactly 1 at its default — a farm that never touches a new dial plays as it always did,
which the harness checks.
여기까지가 README 앞부분입니다. 나머지는 원문에서 읽을 수 있습니다. README 전문 보기 ↗