aboutsummaryrefslogtreecommitdiff
path: root/data/help/ticks.yaml
diff options
context:
space:
mode:
authorhistoria <[not public]>2026-06-14 22:38:23 -0400
committerhistoria <[not public]>2026-06-14 22:38:23 -0400
commita6f0ad79e2e3a5b7c11eef1ffc3233f3a2766f77 (patch)
tree89601a502bbfcb50302cf03f09b6febc6040eeb0 /data/help/ticks.yaml
parent1aba2bdd23aebed4032333e74aa553c40a31fcbd (diff)
downloadthehouseoficarus-a6f0ad79e2e3a5b7c11eef1ffc3233f3a2766f77.tar.gz
feat: fractional ticks and server game_speed implemented. potentially insanely janky.
Diffstat (limited to 'data/help/ticks.yaml')
-rw-r--r--data/help/ticks.yaml24
1 files changed, 24 insertions, 0 deletions
diff --git a/data/help/ticks.yaml b/data/help/ticks.yaml
new file mode 100644
index 0000000..fd128c2
--- /dev/null
+++ b/data/help/ticks.yaml
@@ -0,0 +1,24 @@
+name: "ticks"
+category: "General"
+description: |
+ All timed game actions use a tick-based system. Each game tick runs at a
+ configurable interval (default 600ms). Actions like gathering, combat, and
+ crafting advance on each tick.
+
+ Fractional ticks allow tool speeds and timers to be non-integer values.
+ For example, a tool with speed 4.5 has a 50% chance of taking 4 ticks
+ and a 50% chance of taking 5 ticks per action cycle. The average
+ converges to 4.5 over many actions. This applies to:
+
+ - Tool speed (gathering, firemaking)
+ - Weapon speed (combat)
+ - Production wait timers (use behaviors)
+ - Search timers
+ - Depletion and respawn timers
+
+ The game_speed config option scales ALL tick timers proportionally.
+ A game_speed of 2.0 makes everything resolve twice as fast; 0.5 makes
+ everything twice as slow.
+
+ Use the "option" command to configure tick-related display settings.
+ Use "help option" for a list of all player options.