Show whole numbers while a slow producer still earns its fraction
A well that gives four tenths of a bucket per second looks broken if the counter rounds every frame, because it never moves, or runs twice as fast on a quick computer. This entry keeps the exact income behind the whole number you see, whatever the frame rate.
Why this works
A player sees whole units, but time passes in tiny pieces. Counting in much smaller units than the ones shown means no piece of income is ever rounded away, so the result depends on how much time passed and not on how often the screen redrew.
When not to use it
Skip it when income arrives in whole chunks anyway, such as a harvest once a day, or when the game has no pause or fast-forward to expose frame differences. A plain counter of whole units is simpler and easier to read.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 17 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Show whole numbers while a slow producer still earns its fraction" (read_entry slow-income-fractions-in-whole-stock) 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