High Refresh Rate


Renders at 120 or 240 FPS without speeding the game up. Factorio draws at most one frame per game tick, so this mod runs the simulation at 2x or 4x ticks per second and slows every per-tick speed, duration and animation by the same factor. Belts, inserters, machines, robots, the character, vehicles, day/night, pollution and enemies keep their real-time speed. CPU cost per real second rises by the same factor.

6 days ago
2.1
65

Changelog

Version: 0.3.0
Date: 2026-11-04
  Features:
    - Warning icons for no power, not connected, no fuel, depleted drills and frozen buildings blink at the vanilla rate (drawn by the mod instead of the engine).
Version: 0.2.0
Date: 2026-11-04
  Features:
    - Tooltips and Factoriopedia show a "(real)" line with the real-time value of every stat the time dilation changes (belts, inserters, crafting/research/mining/spoil/growth times, power, pumps, robot and train speed, shooting speed, pollution).
Version: 0.1.0
Date: 2026-11-04
  Features:
    - Time dilation x2 or x4: 120 or 240 FPS at normal real-time game speed.
    - Prototype re-timing for speeds, durations, accelerations, power, recipes, research, mining, spoilage, animations.
    - Runtime re-timing of day length, wind, pollution diffusion, evolution, expansion and attack-group timers; factor 1 reverts.
    - /hrr and /hrr-speed commands; remote interface "high-refresh-rate" (factor, watch_car).