![]() ![]() Shorter paths to certain areas are better such as living and working areas because dwarves actually stop moving in those areas, otherwise short paths don't do much other than save time on tasks.īy this logic, simply digging out a single tile anywhere on the map would add it to the calculation. And make sure the paths you make for your dwarves are wide enough to prevent major bottlenecks. Avoid having a lot of moving liquids like water and lava, etc. Make one main entrance to your fortress for hunting/gathering - any secondary entrances need to be locked or closed off in some way unless there's an emergency. Make sure you have more workshops than you need so that dwarves actually work instead of hanging out in the common areas. The best ways I've found to reduce lag is Keep your stockpiles near the appropriate workshops as much as possible. I've had very efficient "central staircase" fortresses that were completely ruined as soon as I made a secondary staircase or some alternate access to a main living or working area. The game calculates a new path every step for every unit, so the more possible paths your dwarves can take, the more it has to calculate. Think of it like google mapping a drive through a city and how many options there are at every turn. I've done a lot of testing with this as well and it's not the number of "ribs" or the number of corridors it's the number of possible paths that can be taken to get to a certain location. I think you guys are getting off track here. Caging all animals that arent cats (i butcher all grazers on contact and order bulls and yaks from the mountainhome) helped by about 10 fps too :) The statue gardens minimised the amount of people in my dining room/meeting hall as too many people constantly pathing around each other so as not to bump into one another was hitting my fps, so i added some statue gardens around to ease the pressure and that helped by increasing the fps from 80 to 90. I'd like to note that the multitude of doors around the central block in the link above does go against my multiple-paths rule, but the reason for this was to allow access to my 4 statue gardens. For example, it is faster for the pathfinder to do find the shortest path if it is "down this corridor, and third door on the right" than "across the hall, up the staircase three levels (instead of any other number up or any number down) and take a right". Whilst this is sometimes the case, the rule that applies in a higher number of cases is "lower number of possible paths = more fps". EDIT 3: Heres a web map dwarf fortress map archive of one of my single-z-level-except-farms-and-stone-stockpile forts that had 90 fps at 140 dwarves (when previously id be getting 70 fps with 110 dwarves)ĮDIT 2: Also I believe there is a common misconception bout pathfinding costs and fps in that people believe shorter path = more fps. ![]() I believe a dwarf running down a slightly longer corridor at 100fps is better than a slightly shorter path at 70 fps :)ĮDIT: A few of my fortresses have been one-z-level forts with corridors and to me its much more aesthetically pleasing and through testing has higher fps than a central up/down staircase fort, especially when the staircase is adjacent the high traffic places. I also have been trying to stay on as few z levels as possible, and my fps has improved greatly. I have recently only used pairs of up and down stairs and relied much less on the central staircase, many z level approach. I've read that up/down stairs (especially long columns of them) in a high traffic area are bad for fps, probably to do with the pathfinding having to search all up and down the columns and each branch off of them whilst it scans down your main hallway or through the middle of your meeting hall. I'm going to copy and paste the comment, so I apologise for its poor formatting: I've decided to move a comment I made in this post about central staircases vs corridors to it's own thread as I believe there is a common misconception about FPS and pathfinding. ![]() Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar! ![]()
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