A closed-loop life-support system doesn't get cheaper per person just because a colony grows — two separate effects fight it out. Bulk hardware (tankage, reactors, thermal radiators) follows a six-tenths-style power law, getting more mass-efficient per person as it's built bigger. But redundancy is discrete: a colony of any size needs whole spare recycling modules to survive a single failure, and that fixed spare count is brutally expensive per person in a small crew, and nearly free in a large one. This simulator renders both a 3D grid of colony pods and a rack of active/spare life-support modules that grow with population, and plots the resulting specific-mass curve live as you tune the economies-of-scale exponent, the spare-module count and the capacity of each module.