Closed Haznobrain closed 3 weeks ago
ticks are frames
time control multiplies Time.delta
ticks are frames
as a modder i can tell you, they aren't really.There's 60 ticks in a second, however it's a constant rate and is not related to framerate, just like in minecraft. If it was, turrets would shoot faster the higher framerate you have.
This is known and not fixable with the current liquid system.
ticks are frames
as a modder i can tell you, they aren't really.There's 60 ticks in a second, however it's a constant rate and is not related to framerate, just like in minecraft. If it was, turrets would shoot faster the higher framerate you have.
as a modder and contributor(why dont i have contrib role in discord?didnt contribute enough) i can tell you most blocks use deltatime so they dont shoot faster.tbh java modders also use Time.delta
and TPS is just server FPS
and TPS is just server FPS
Yes I've noticee it when I hosted and played with my friends.
Platforms
Windows
Build
146
Issue
When using pipes and logistics block throughput (non-conveyors) is framerate dependent and not tick rate dependent. This is most noticeable when using the time control mod to speed up the game, or when moving large amounts of liquids or merging conveyors with routers.
Steps to reproduce
1: Launch mindustry build 146 2: install time control 3: put down a bunch of pumps on oil to fuel plastanium factories (exemple) 4: enable vsync 5: At higher speed mutlipliers, the same amount of liquid goes through pipes and routers and stuff start slowing down, not following the higher speed. 6: disable vsync 7: If your framerate is higher without vsync, more liquid will go through pipes and routers will be fixed.
Mods used
MEEPofFaith/bottom-left-ui MEEPofFaith/testing-utilities-java sk7725/time-control
Save file
save.zip
(Crash) logs
No response
Submission