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.
- Insertion: The player inserts a filled thumbdrive into the workstation’s terminal.
- 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. - Processing: The workstation requires a threshold of data (
sizeOfDataToReachToProcessedInGB, often 150GB) to synthesize a viable processed file. - Storage: Once processed, the clean data (
InformationTypeHeld) is pushed into the activeDatabaseobject (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:
- GPU Slots: A workstation holds between
minGPUCount(2) andmaxGPUCount(10) GPUs. - Component Purchasing: The player physically buys and slots GPUs into their rack via
AddGPUToPlacement(). - Running Costs: Processing isn’t free. The
SimulcraManagercalculates processing expenses by iterating over active workstations and polling therunningCostPerProcessvariable from every slotted GPU. Players must balance the speed of processing against their power overhead.
The Database
Processed data isn’t abstract points; it takes up explicit, simulated storage (Database.cs).
- Databases have a strict capacity limit (e.g.,
setDatabaseSizeInTB = 500). - When a database is completely saturated with cleaned corporate or medical secrets, it is archived into the
pastDatabasesarray, and the player is forced to swap to new hardware, preventing infinite hoarding without infrastructure investment.