Spielerando

Craft more than once per frame when upgrades make a machine very fast

Late in an idle game a machine is so quick that it should finish several items between two screen updates, but the game only ever hands out one, so the upgrade seems to stop working. This entry counts what really finished and keeps the unfinished part for the next update.

Why this works

Time that passes between updates still belongs to the machine. Counting every finished item and carrying the rest forward means a faster upgrade always pays off, whatever the screen's speed. Letting a starved machine bank time would later pour out a heap that was never earned.

When not to use it

Do not count several items per update if the machine is meant to be one visible worker with a slow, readable rhythm. Then speed upgrades should change something the player can see, and a cap on how fast it can go is a design choice.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 27 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Craft more than once per frame when upgrades make a machine very fast" (read_entry idle-craft-faster-than-one-tick) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP