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[[File:Time.png| | [[File:Time.png|128px|left]] | ||
The concept of ''Time'' in Factorio is used for many different implements, most notably crafting time and game time. When hovering over an item recipe, the player may see a clock symbol and a number. This is the amount of time needed to craft the item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit. The player, when handcrafting, crafts with a multiplier of 1, so items that claim to take 10 seconds to craft will take 10 seconds, but an [[assembling machine 1]] with a multiplier of 0.5 will take 20 seconds. It is important to take this into consideration when creating setups with proper ratios. | |||
Time in Factorio may also refer to: | Time in Factorio may also refer to: | ||
* [http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.tick | * [http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.tick Game time]: measured in [[Game-tick]]s or [[Game-second]]s. | ||
* [http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.speed | * [http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.speed Game speed factor]: The factor that is used to multiply real time to achieve game time. When game.speed is set lower, everything in the game happens slower, and the [[Glossary#U|UPS]] will drop. For example, the game normally simulates at 60 UPS, at game.speed 1. When this is set to 0.5 via the [[console]], UPS will become 30, and everything will move 50% slower. On the other hand, game speed may be set higher than 1, which results in UPS climbing beyond 60, and everything being faster. | ||
Game speed will be automatically adjusted by the game if it cannot keep up, due to a laggy system or busy script. This will be denoted by a lowered UPS. | |||
== Ratios of time == | |||
Factorio's UPS is directly tied to it's tick rate, which means that when running on optimal conditions, there are 60 ticks per second. As an example, a minute converted down: | |||
* 1 Minute | |||
* 60 Seconds | |||
* 3600 Ticks | |||
=== See also === | === See also === | ||
* [http://lua-api.factorio.com/latest/LuaGameScript.html] | * [http://lua-api.factorio.com/latest/LuaGameScript.html The game scripting interface] | ||
* [[Game-tick]] | * [[Game-tick]] | ||
* [[Game-second]] | * [[Game-second]] | ||
* [[Game-day]] | * [[Game-day]] | ||
* [[Units]] | * [[Units]] |
Revision as of 17:34, 14 June 2017
The concept of Time in Factorio is used for many different implements, most notably crafting time and game time. When hovering over an item recipe, the player may see a clock symbol and a number. This is the amount of time needed to craft the item in game seconds. Assembling machines have a multiplier that determines their crafting speed. Modules may also affect crafting time, either speeding it up or slowing it down for some other benefit. The player, when handcrafting, crafts with a multiplier of 1, so items that claim to take 10 seconds to craft will take 10 seconds, but an assembling machine 1 with a multiplier of 0.5 will take 20 seconds. It is important to take this into consideration when creating setups with proper ratios.
Time in Factorio may also refer to:
- Game time: measured in Game-ticks or Game-seconds.
- Game speed factor: The factor that is used to multiply real time to achieve game time. When game.speed is set lower, everything in the game happens slower, and the UPS will drop. For example, the game normally simulates at 60 UPS, at game.speed 1. When this is set to 0.5 via the console, UPS will become 30, and everything will move 50% slower. On the other hand, game speed may be set higher than 1, which results in UPS climbing beyond 60, and everything being faster.
Game speed will be automatically adjusted by the game if it cannot keep up, due to a laggy system or busy script. This will be denoted by a lowered UPS.
Ratios of time
Factorio's UPS is directly tied to it's tick rate, which means that when running on optimal conditions, there are 60 ticks per second. As an example, a minute converted down:
- 1 Minute
- 60 Seconds
- 3600 Ticks