Its not tracking real time. Its tracking game time which isn't what I wanted. But easy to fix for folks who care:
The game's on_nth_tick(1) handler increments counters by 1 each game tick. When TimeTools sets
game.speed = 4, Factorio runs 240 ticks/real-second instead of 60, so your counters accumulate 4× too fast.
Fix: Divide each tick increment by game.speed to normalize back to real wall-clock time.
The key change (line 252 area):
local real_tick = 1 / game.speed
At 1× speed: 1/1 = 1 tick per tick — no change.
At 4× speed: 1/4 = 0.25 per tick — 4× more ticks fire per second, but each counts 0.25, so the total stays at 60
ticks worth per real second.
At 8× speed: 1/8 = 0.125 — same logic.
The fmt() function already does math.floor() for display, so fractional accumulation works transparently. Existing
saved counters remain valid — they just start accumulating at the correct real-time rate going forward.