![]() ![]() You can prevent this by regularly trading away or atom smashing your trash items and not strip mining huge chunks of the map. Over time you may notice everything is getting slower and slower and you might think this is because you have too many dwarves, but really it's because you have too many items that are having temperature calculations run on them. Of course, there are calculations you can turn off that help with that immensely too, but some people think thats cheaty. It IS important to use good traffic designations and fort designs if you want to get another 20 FPS out of your fort. A good portion of most peoples FPS death is path calculation, so cleaning up that can help a decent bit. The pathing cost is definitely NOT the cube of the distance. It's a common misconception that pathing in general is the cause of lag. The pathing in Dwarf Fortress is actually fairly optimized given how massive the embark world is. But I believe these specific instances have been address for the premium release. ![]() It can also come from a dwarf stuck on a. Seems to trigger something in the path calcul of every units on the map, but it will go better when the task is done/cancelled. The game really doesn't like channelling and making/removing ramp. I had captured a breeding pair for them pretty early on at about year 15. The Cave dragons in the center are about 450 years old though. The dragons behind the fortifications are all babies but I only need them as dragon fire artillery. Like it was said before most likely a pathing issue. Probably took about 60 years before a breeding pair showed up to the fortress. ![]() Usually it involves pets trying to path through doors that they're not allowed to path through or a dwarf stuck in a tree somewhere. If the Fps drop is sudden, something must have caused it. Typically if you're noticing an unusual amount of lag it's due to a particular pathing issue. ![]() But I guess this was a problem long time ago, havent played in many years.īad lag can be solved, by violent means :emofdr: They might go blue in the face from exertion, but they'll animate every individual gibbet if they can, and they'll all begin pathing for your dwarves who will probably just go mad.Originally posted by Ragnaman:my only worry is if an area gets generated that causes low FPS, something happening on the map that you are unaware that is causing many cycles to be taken. and may the Armok have mercy on you if you have one necromancer show up after you've been making a habit of chucking surplus goblins off the top of a cliff. So long as you have neighbors you'll have more or less steadily timed visits from them, and wild animals will wander onto and back off your map with regularity, after which they will simply cease to exist. After embark, what happens outside of your fortress is only rather broadly modeled, so it's not like the game is moving thousands of creatures all around the world but the size of the overall world map will impact world generation time. The default settings for LNP have capped dwarves and invaders for quite some time. So, if you think your colony will be able to survive for a long time to give your problems with performance, then put a limit on your dwarf population, create smaller world with short history and less civilisations. I think a huge key is to get steam players into the DF 'culture' so to speak, educate them to know about fps death and how to avoid it. Originally posted by Alt:FPS death will always be a thing as long as game does not put hard limits for players. ![]()
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