Dwarf Fortress > DF Dwarf Mode Discussion

Video - How to keep your fort running fast / How to avoid FPS death

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TheEqualsE:
I recently got a bunch of advice for keeping my fort running its fastest.  I combined that with my own experience and came up with this:

https://youtu.be/Epha69YpwzY

Pvt. Pirate:
"keep the fort in one embark square" absolutely!
i usually was afraid of breaking to the caverns too early and kept my fort on 1-2 z levels + defences above and it didn't work as great:
1. the dorfs took way too long for hauling anything though the long corridors
2. i got way too few different minerals
3. pathing took up many fps

now i switched to a system that is able to mine complete layers while keeping it close to a central stairway.
Spoiler (click to show/hide) i mine a central 4x4 stairway with 4 wide corridors 11x11 rooms with 2 thick walls for engraving.
i can expand those to have a cluster of 4 such rooms in each corner of the staircase surrounded by a 2 wide corridor and then add rooms around that aswell if needed.
the four rooms around the staircase can also easily be transformed into a meeting hall fit for a god.
i'll make screenshots later. screenshot added.
11x11 is absolutely the best for creating anything:
- a bedroomcluster of 10 rooms
- a quarantine hospital with 3 rooms (1 for table and 2 for beds) (adding 4 of those together for a big hospital with a huge cloth stockpile in the center)
- a dormitory for a shitload of beds
- workshop rooms with lockable cubicles for each workshop and a qsp in the center
- closter of noble rooms
- great hall with two rows of tables (40 seats in total)

anewaname:
When I mine out layers, after the stone has been hauled away, I build a wall around the stairs, so that the empty room is sealed off, and will not be used during pathfinding calculations.

Sarmatian123:
Walls are main hit on fps due pathing.

Having a bunker on surface with one tight 3x1 entrance is ok. Having one 3x3 entrance to underground from it is ok too, specially if you take your time to smooth (no fps death due some invisible vermin overpopulation) walls and floor and wall off unused smaller corridors extending from it. Problem inside of the bunker are the walls for the rooms. The only rooms, which need walls are... pastures. The walls keep animals from straying off and from wandering off. Animals don't do that through doors (or maybe i banned animal passing? i don't remember. Cats need entrance to de-verminize it so I guess I open for animals too). Other notable room in need of walls is the corpse stockpile. Sight of a corpse is enough to drive dwarves psycho. Even worse is to dump corpse into corpse stockpile, even if there is no possibility to get burial places for some corpses, like visiting human diplomat corpse (distress->insanity->dehydration death, because was staying too long? lol) for example. So no need for walls for any other walls really. However, even if all other rooms are missing walls, then the floor/roof becomes another wall fps issue for path finding. I found useful to remake all main corridors inside of bunker into stairs between floors. That lowered fps hit from pathing significantly and dwarves got shorter distances to walk too.

This walless fortress design (even on a surface bunker fortress) is a huge relief on fps burden. For me it was 20% faster DF running speed. As much improvement, as all last patches Toady did to speed DF up.

Pvt. Pirate:
workshops for moodable skills need to have walls to prevent a catastrophy!

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