Data Simulator System

Category: Progression & Resource Management Context: In POV 3.0, extracting data via drones (like in the STIK mechanic) is only the first half of the loop. Raw data is useless until it is processed. The Data Simulator System handles the simulation of the player’s personal servers/workstations where stolen data is scrubbed, decoded, and stored for sale or progression.

Core Interaction Loop

The system revolves around the WorkstationConfig structure, which simulates a physical computer build that the player manages.

  1. Insertion: The player inserts a filled thumbdrive into the workstation’s terminal.
  2. Offloading: The raw data (measured in GB) is pulled into currentDataLoadedForProcessing, completely wiping the physical thumbdrive and allowing it to be reused in the field.
  3. Processing: The workstation requires a threshold of data (sizeOfDataToReachToProcessedInGB, often 150GB) to synthesize a viable processed file.
  4. Storage: Once processed, the clean data (InformationTypeHeld) is pushed into the active Database object (measured in TB), which can then be sold to factions or used for R&D.
graph TD
    A[Stolen Thumbdrive Inserted] --> B[Data Dumped to Workstation]
    B --> C[Empty Thumbdrive Ejected/Destroyed]
    B --> D{Data >= Processing Threshold?}
    D -- No --> E[Wait for More Raw Data]
    D -- Yes --> F[Process Clean Data]
    F --> G[Upload to Active Database]
    G --> H{Is Database Full?}
    H -- No --> I[Ready for Sale/Use]
    H -- Yes --> J[Archive Database & Spin Up New Storage]

GPU Hardware Management

Workstations aren’t static; they are heavily linked to the game’s economy. The player must manage their hardware:

The Database

Processed data isn’t abstract points; it takes up explicit, simulated storage (Database.cs).