Bay 12 Games Forum
Dwarf Fortress => DF Adventure Mode Discussion => Topic started by: foolcow on January 26, 2018, 03:29:34 am
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Adventure mode usually runs fine, but I get extremely bad lag when walking around in certain parts of a town.
As in, I press the right arrow key, and five minutes later my character moves one square to the right.
Have other people experienced this, and is there anything that can be done to prevent it?
I hope I can fix this problem without having to just avoid towns, as that's where I expect a lot of interesting locations and NPCs to be found.
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250 year worlds fix the problem.
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Not much no (besides only visiting smaller towns, but like you said, that's no fun).
It's a shame. At the beginning of artifacts development (August 2016 report), Toady mentioned taking a look at site lag, which was exciting. But then I guess developing everything else got in the way and he settled for 'kobold sites don't lag' (well yeah, population 200 vs population several thousand...).
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Playing a 250 year old world right now. I see the town just to the West of my fortress is a population 10,000 monster. Will try exploring it later.
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How can you see the population of a town?
I thought the max population of any site was 120, and the default max population of the world was 15,000. Is there a distinction I'm missing somewhere?
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How can you see the population of a town?
I thought the max population of any site was 120, and the default max population of the world was 15,000. Is there a distinction I'm missing somewhere?
Right now population appears on the map when you check out a town ('c' in fortress mode).
120??? You must be looking at historical figures. World's have populations these days.
If you export from Legends Mode you'll get a file with all the populations listed. Either read it directly or use a browser like Legends Viewer.
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There is a parameter in the raws that supposedly limits the population of a site. In practice though, it isn't really reliable. My understanding is that it's a "soft limit"; once a site reaches that point it tends to produce migrants that found other sites, but it doesn't actually place a hard limit on anything. And animal populations are entirely unaffected by it.
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Also that parameter seems to only affect 'smaller' sites -- hamlets, dark pits, hillocks, etc. Towns, Dark Fortresses, and large Forest Retreats apparently have no enforceable cap, and can have pops in the tens of thousands. Dwarven Fortresses seem (based on my observations) to have a soft cap of ~250 citizens (not counting animals and visitors); at least I've never seen them go much higher than that.
As for OP: the best lag-management comes from worldgen. Shorter history, smaller worlds, fewer civs, fewer cavern layers (which is also the only way to reduce Forgotten Beast numbers) - anything you can do to reduce the number of people doing things that the game has to take into account.
One thing you might try is making your worlds less savage, since animal people can only come from savage biomes. Fewer savage regions = fewer animal people = fewer animal people joining civs and buffing their pops. I haven't tried this, but it might help a little.
I believe that if you make goblins have to eat and drink, their populations will be smaller, which could make getting through dark forts less of a chore.
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I play with HUGE pops, old worlds, massive sizes, I don't get this sort of lag because I don't have goblins kill_neutral:required anymore, it's the single most lag-inducing line in all of the raws.
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I play with HUGE pops, old worlds, massive sizes, I don't get this sort of lag because I don't have goblins kill_neutral:required anymore, it's the single most lag-inducing line in all of the raws.
Should you change it into [KILL_NEUTRAL:ACCEPTABLE]?
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I play with HUGE pops, old worlds, massive sizes, I don't get this sort of lag because I don't have goblins kill_neutral:required anymore, it's the single most lag-inducing line in all of the raws.
I'd be interested to know why that is, if you have any insights.
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Acceptable works fine, but required means anytime you load their little gobby brains on the local map they remember they were supposed to shank everybody around them, poof, lagfuckery ahoy!
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you also end up with them trying to ask folks about their identification all the time on top of the stabbings.