Find a hidden ore vein with boreholes, dig to it, keep the air fresh and the water pumped out, haul the ore to the shaft and make the ledger positive.
Brown shades = your estimate from boreholes (inverse-distance). Dots = assays. Bars = drifts dug, dark line = stope.
The science
Geology. A tabular vein dips at 28° through banded host rock. Along a level the drift meets it over a length of thickness/tan 28°. The hidden grade field is smooth along strike with a separate rich pocket; boreholes sample it (±8 % assay error) and the map interpolates with inverse-distance weighting ĝ = Σ wi gi / Σ wi, w = 1/r² (exact at a sample, unknown far from all samples).
Ventilation. Atkinson's law p = R Q², R = k L P / A³ (duct k = 0.004 kg/m³, P = 2.51 m, A = 0.503 m²). A fan has the curve p = p₀(1 − (Q/Qmax)²); the operating point is where the two meet: Q = √(p₀ / (R + p₀/Qmax²)). Needed air: 0.1 m³/s per person + 2 m³/s for dust and heat at the face. Crew productivity scales with min(1, Q/Qreq).
Drainage. Steady radial inflow to a long drift below the water table (Thiem): q' = 2πKH / ln(R₀/r) per metre (K = 3×10⁻⁶ m/s, H = depth below the table at 5 m). A pump removes its capacity; excess fills a 600 m³ sump, and a full sump floods the workings and stops digging. Pump power P = ρ g Q H / η.
Haulage. A loaded cart (0.6 t + 1.2 t) needs F = m g (μr cos θ + sin θ), μr = 0.02. The 3 t locomotive can pull at most μa mloco g (adhesion 0.2), so the number of carts falls quickly with the gradient. Trips per shift follow from the cycle time 2L/v + loading.
Economics. Revenue = ore tonnes × grade × recovery (0.9) × price (25 credits/g, a model value); material below the cut-off grade is waste. Costs: wages, digging, electricity, equipment rent. Credits are a game unit, not money.
Simplifications. A 2-D section drawn as a cutaway (tunnel interiors are drawn wider than a real 2.4 m drift), constant digging rates, no rock-mass failure or blasting is simulated (this lab is about logistics, not safety engineering), no real mine design. Models built with Blender, scene by Three.js.