Depot Maintain
About 1549 wordsAbout 5 min
UI-Only Feature
This page covers UI-layer features. See Getting Started for details.
Depot Maintain is a task that automatically farms materials to a target inventory level. It calculates the shortfall based on the cached depot data from Depot Recognition and farms the specified stage until the target quantity is reached.
How It Works
- When the task starts, MAA first checks each plan's shortfall against the inventory data cached at that moment; this step is called the pre-check. Plans already meeting their targets are logged and skipped in the pre-check, not added to this run's farming list, and never re-evaluated afterwards. The pre-check runs before depot recognition and uses the cache from before recognition.
- Fight tasks are automatically added for materials with shortfalls in the pre-check; if "Update depot data before starting" is checked, a depot recognition is performed before the plans run.
- After each stage drop, the depot cache is updated in real-time, so materials farmed by earlier plans affect the shortfall calculation of later plans.
- Right before each plan starts, MAA re-checks whether it needs to run: if the target inventory is already reached, or the current sanity estimated from the sanity reported by the most recent fight is below the stage's minimum entry cost and the plan has no potion/Originium budget, the plan is skipped entirely (no terminal, no navigation), with the reason logged. Data refreshed by depot recognition takes effect from this step. If a skipped plan turns out to be insufficient after recognition, it will be logged; re-running the task farms it based on the actual inventory. When expiring potions count as unavailable, see Use expiring sanity potions within 48 hours.
Depot Data Sync
Depot data is cached and may differ from your actual stock after manual farming, crafting, or material use. Sync it with Update Doctor Data or Depot Recognition. If there is no depot data at all, the task skips farming; sync the depot with one of the methods above before running it.
Plan Configuration
Each plan contains the following:
| Setting | Description |
|---|---|
| Stage Selection | Select the stage to farm. Supports regular stages, chip stages, resource stages, etc. "Current/Last" is not supported. |
| Specified Drop | Select the target drop material. Each stage may have multiple drops; choose the one you actually need. |
| Target Inventory | Set the target quantity for the material. The plan completes automatically when reached. |
| Use Sanity Potion | Check to set the number of sanity potions to use. |
| Use Originium | Check to set the number of Originium to use. |
Items in the plan list can be dragged to reorder. Plans are executed in order during the task; when "Execute in inventory progress order" is enabled, plans are instead queued by inventory progress, and drag ordering only takes effect while it is disabled.
Skipping when sanity is insufficient
- The sanity check is based on the sanity value reported by the most recent fight that actually entered a stage in this queue run (a Depot Maintain plan or a standalone Fight task), with the current value estimated at 1 point per 6 minutes (fractions of 6 minutes count as a full 6 minutes), capped at the sanity limit.
- Plans with a sanity potion or Originium budget are never skipped for insufficient sanity: even when sanity is not enough, they still enter the stage and restore sanity with the budget to keep fighting.
- Plans without a budget are skipped directly (without entering the stage) when the target inventory is already reached, or when the estimated current sanity is below the stage's minimum entry cost and expiring potions are unavailable (see "Use expiring sanity potions within 48 hours").
- Decisions always use the latest state: after a middle plan restores sanity and reaches its target, the remaining sanity still flows to later plans.
Presets
Built-in presets for quick plan population:
- Low-tier Chips (all classes): PR-A/B/C/D-1, target 20 each (4x the development cost of a six-star operator)
- High-tier Chip Packs (all classes): PR-A/B/C/D-2, target 32 each (4x the development cost of a six-star operator)
- LMD: CE-6, target 5,000,000 (4x the development cost of a six-star operator)
- Purchase Certificates (Red Tickets): AP-5, target 8,000 (8 six-star tokens + 8 five-star tokens + monthly module data blocks)
- Skill Summary SP3: CA-5, target 400 (4x the development cost of a six-star operator)
Current Event
When a SideStory event is open, the preset menu also lists current events; reruns and new events running at the same time are listed separately. Clicking an event name creates one plan per stage in the event's stage table whose drop is a material, with a uniform target inventory of 200; adjust the targets to your own exchange plan after importing.
If "Skip during events" is enabled, a notice appears on import: these plans will not run while the event is open.
Advanced Settings
Update depot data before starting
When checked, a depot recognition runs before the plans and corrects the inventory cache to the actual values. When unchecked, no recognition runs; the cache keeps its previous values and still accumulates drops from this run's stages in real time.
Every plan is re-checked against the latest cache when it starts, regardless of this setting. The difference made by checking it is only the recognition correction, especially the downward correction of cache values inflated by manual consumption. However, plans that were sufficient during the pre-check are not added to this run's farming list, and skipped plans cannot be added while the task is running; if recognition reveals they are actually insufficient, they will only be logged. Re-running the task farms them based on the actual inventory. After manually consuming or using materials and items (e.g. shopping with Purchase Certificates, crafting materials), it is recommended to sync once via the Data Update task or the Depot Recognition tool before starting the task.
Recommended to keep checked unless you are certain the cache is accurate or want to save recognition time.
AUTO Proxy Multiplier
When unchecked, farming is done at single (1×) proxy. When checked, the maximum proxy multiplier available for current sanity is used, which may exceed the target inventory in a single run.
Enable "Use Sanity Potion" / "Use Originium" checkboxes
Controls whether the corresponding potion/Originium rows are shown in each plan. Disabling uniformly prevents all plans from using potions or Originium.
Use expiring sanity potions within 48 hours
When checked, all plans will prioritize using sanity potions expiring within 48 hours (fixed 2-day threshold). Plans without a potion budget will also try to use expiring potions. Such plans are only skipped for insufficient sanity under the following condition: some Depot Maintain plan or Target Inventory mode Fight task in this queue run has ended normally without reaching its target inventory, meaning potions within the window were tried and used up yet the fight still could not continue. Count-limited Fight tasks can end for other reasons and do not constitute this proof.
Skip during events
When checked, the entire Depot Maintain task is skipped if an event is detected as active.
Skip during resource collection limited-time full-day open
When checked, the entire Depot Maintain task is skipped if resource collection stages are in limited-time full-day open period.
Only execute the first insufficient plan
When checked, each run only executes the first plan with insufficient stock that is open today, and the log stops at that plan; once it is stocked up, the next run automatically continues with the following plans. Plans not executable today (stage not open, invalid configuration) are skipped.
Execute in inventory progress order
When checked, plans are queued each run in ascending inventory progress order, so the plan with the largest shortfall ratio gets sanity first; the display order of the list is unchanged, and drag ordering only takes effect while unchecked.
Ordering uses the cached inventory from the last scan (same source as the pre-check). Each plan still recalculates its shortfall from the latest inventory when it starts: a plan queued ahead by stale data is simply skipped if it has actually reached its target, wasting no sanity. Materials never scanned count as 0, i.e. treated as the largest shortfall and farmed first; invalid plans (no material selected or target 0) go last. When combined with "Only execute the first insufficient plan", the "first" plan executed is the one with the largest shortfall ratio.
Count dual chips as chip packs
When checked, dual chips of the matching class are converted at the synthesis ratio and counted towards the chip pack inventory, with each dual chip counting as 2 chip packs. The plan summary shows quantities in the "raw (+converted)" format, and completion checks and shortfall calculations use the converted count. This only changes the counting method; no synthesis is performed automatically.
