What's TA? As example the ISLightFromKindle from the current Build 21. function ISLightFromKindle:update() self.item:setJobDelta(self:getJobDelta()); -- every tick we lower the endurance of the player, he also have a chance to light the fire or broke the kindle self.character:getStats():setEndurance(self.character:getStats():getEndurance() - 0.006); local randNumber = 300; local randBrokeNumber = 300; if self.isOutdoorsMan then randNumber = 150; randBrokeNumber = 450; end if ZombRand(randNumber) == 0 then self.campfire.fireLvl = 2; camping.changeFireLvl(self.campfire); else -- fail ? Maybe the wood kit will broke... if ZombRand(randBrokeNumber) == 0 then--~ self.character:Say("I broke my kindling..."); self.character:getInventory():Remove(self.item); self.item = self.character:getInventory():FindAndReturn("FireWoodKit"); end endendSo, there is a randomNumber-check if the fire start or kindling breaks. Using Normal Speed this check (calling update method) is done 100 times, on fastest speed the check is done only 5 times. (numbers are arbitary) So on normal speed you have 100/300 = 33% chance to start fire, on fast you have a 5/300 = 1,6% chance. Thereby the outcome of the job is influenced by the gamespeed. Hope this clarifies my issue.