Skip to content

Tracker: Bunker staff assignment (manufacturing / both / research) and research progress #33

Closed

Description

@ToothyDev

Came up while reviewing #29. Builds on #6 (production, decision 012).

Bunker staff can be put on Manufacturing, Both (50/50) or Research. Research uses supplies but makes no stock; it progresses the current research project (bunker unlocks).

Scope

  • A choice upgrade/setting on the Bunker: Manufacturing (default), Both, Research (decision 011's choice kind).
  • Production uses the matching rate; research progress gets its own bar, resyncable (decision 010), with "project done in" and a "Project finished" event.

Data (decision 004)

Known (gta.wiki, Disruption Logistics, Profits): split between production and research, 1 unit every 20 / 17 / 14 minutes (no upgrades / equipment or staff / both). gta.wiki Bunker Research: research only "will halve the time" vs both; 51 projects.

Unknown, so it can't be built yet:

  • supply use while split, and while on research only,
  • research progress rate (time per project) per upgrade level and assignment.

Community numbers exist (an old GTAForums calculation, guide sites quoting ~7h per project without upgrades), but they aren't verified for the current game. Values from in-game measurement are welcome; otherwise marked estimates (decision 013) are an option.

Activity

  1. added
    trackerA business, safe or cooldown tracker
    dataSourced game data in src/data/
    featureNew tracker, tab or capability
    on Oct 14, 2026
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    dataSourced game data in src/data/featureNew tracker, tab or capabilitytrackerA business, safe or cooldown tracker

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions