Difference between revisions of "Game tick"

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(List of processes affected by game ticks)
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[[File:Game_tick_indicator.png]]
 
[[File:Game_tick_indicator.png]]
  
Game ticks represent an amount of time required before automatic in-game processes happen. Both the arrow (→) and a dash (-) represent one game tick. One game tick takes 10 seconds at normal [[game speed]]. One in-game day occurs every three seconds at normal [[game speed]]. Progress to the next tick is always displayed next to the current game date (see [[In-game interface]]). Accelerating the [[Game speed]] also affects ticks.
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Game ticks represent amount of time required before automatic in-game processes happen. Both the arrow (→) and a dash (-) represent one game tick. One game tick takes 10 seconds at normal '''[[game speed]]'''. One in-game day occurs every three seconds at normal '''[[game speed]]'''. Progress to the next tick is always displayed next to the current game date (see '''[[In-game interface]]'''). Accelerating the '''[[Game speed]]''' also affects ticks.
  
  
 
===List of processes affected by game ticks===
 
===List of processes affected by game ticks===
 
* Production of [[Resources]] and manufacturing at [[Industry|Industries]]
 
* Production of [[Resources]] and manufacturing at [[Industry|Industries]]
* Production of [[Passengers]] at [[Town]]s
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* Production of [[Passengers]] and [[Post Office|Mail]] at [[Town]]s
 
* Deduction of vehicle [[Operating costs]]
 
* Deduction of vehicle [[Operating costs]]
  
  
  
Due to different Industry extensions having different amount of ticks, you can see different amounts of Goods being produced each game tick. For example, a fully upgraded [[Forest]] can produce 2-4 Logs [[File:icon logs.png|16px]] and 1 Coal [[File:icon coal.png|16px]] per a game tick.
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Due to different Industry extensions having different amount of products per different amount of ticks, you can see even decimal value being produced each game tick. For example, a fully upgraded '''[[Forest]]''' can produce 3.1 Logs [[File:icon logs.png|16px|link=material]] and 1 Coal [[File:icon coal.png|16px|link=material]] per a game tick. This decimal value shown in the industry tool-tip is only a mathematical averaging '''per one tick'''. As matter of fact, the industry produces only whole items, but the production for some units takes longer than production of other units, hence the decimal per one game tick.
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According to [[Jan Zeleny]], ticks for Trains work a little differently. New trains consume fuel every five game ticks, but only when accelerating or keeping top speed. While waiting at '''[[signals]]''', a train still consumes fuel but at a slower rate.  While stopped at the '''[[stations]]''' loading/unloading or slowing down, the train does not consume fuel. The rate of fuel consumption is dependent on the [[Game Settings|'''Game Settings''']] and [[Vehicle Aging|'''Vehicle Age''']].
  
According to [[Jan Zeleny]], ticks for Trains work a little differently. Trains consume fuel every five game ticks, but only when accelerating or keeping top speed. While waiting at [[signals]], loading/unloading or slowing down, the train does not consume fuel.
 
However, while the train is waiting in a [[depot]], it does consume fuel.
 
 
[[Category:Basics]]
 
[[Category:Basics]]
 
[[Category:In-game interface]]
 
[[Category:In-game interface]]
 
[[Category:Game speed]]
 
[[Category:Game speed]]
 
[[Category:Game tick]]
 
[[Category:Game tick]]

Latest revision as of 03:11, 9 January 2022

Game tick indicator.png

Game ticks represent amount of time required before automatic in-game processes happen. Both the arrow (→) and a dash (-) represent one game tick. One game tick takes 10 seconds at normal game speed. One in-game day occurs every three seconds at normal game speed. Progress to the next tick is always displayed next to the current game date (see In-game interface). Accelerating the Game speed also affects ticks.


List of processes affected by game ticks


Due to different Industry extensions having different amount of products per different amount of ticks, you can see even decimal value being produced each game tick. For example, a fully upgraded Forest can produce 3.1 Logs Icon logs.png and 1 Coal Icon coal.png per a game tick. This decimal value shown in the industry tool-tip is only a mathematical averaging per one tick. As matter of fact, the industry produces only whole items, but the production for some units takes longer than production of other units, hence the decimal per one game tick.

According to Jan Zeleny, ticks for Trains work a little differently. New trains consume fuel every five game ticks, but only when accelerating or keeping top speed. While waiting at signals, a train still consumes fuel but at a slower rate. While stopped at the stations loading/unloading or slowing down, the train does not consume fuel. The rate of fuel consumption is dependent on the Game Settings and Vehicle Age.