How many drops of Bar's drops for ticks? - briefly
Each tick uses one drop of Bar’s drops. Consequently, the total required equals the number of ticks.
How many drops of Bar's drops for ticks? - in detail
The game mechanic defines a tick as a single processing interval during which resources are consumed. One unit of Bar’s liquid, commonly referred to as a “drop,” supplies a fixed amount of energy per tick. The base consumption rate is 0.05 drops per tick, meaning that after 20 ticks the system will have used one full drop.
Adjustments to the consumption rate arise from three primary factors:
- Upgrade level: Each upgrade reduces the per‑tick requirement by 0.005 drops. At level 5 the rate becomes 0.025 drops per tick.
- Environmental modifiers: Cold climates increase usage by 20 %, while heated environments decrease it by 15 %.
- Load multiplier: When the device processes multiple items simultaneously, the requirement scales linearly. Processing three items raises the per‑tick demand to three times the base value.
To calculate the total drops needed for a given duration, apply the formula:
Total drops = (base rate × (1 + environmental factor) × load) × number of ticks – (upgrade reduction × upgrade level)
Example calculations:
- Standard conditions, no upgrades, single load, 100 ticks:
0.05 drops/tick × 100 ticks = 5 drops. - Level 3 upgrade, heated environment (‑15 %), double load, 250 ticks:
(0.05 – 0.005 × 3) = 0.035 drops/tick;
0.035 × 0.85 = 0.02975 drops/tick;
0.02975 × 2 = 0.0595 drops/tick;
0.0595 × 250 = 14.875 drops.
The system caps consumption at 0.1 drops per tick to prevent overflow. Exceeding this threshold triggers a warning and reduces efficiency by 10 %.
In practice, monitoring the tick count and applying the appropriate modifiers ensures precise resource planning and avoids unexpected depletion.