11/7/2023 0 Comments Dwarf fortress fps death dragon![]() Similarly, one could adjust Layer Openness and Layer Passage Density in advanced world generation to make the caverns have fewer tiles to path through.However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned forgotten beasts. Adjusting the cavern layer number in advanced world generation parameters can reduce the number of cavern layers (default 3).Sometimes even trading caravans will try to path out of your fort underground. Creatures will repeatedly try to path into your fort from a cavern. Caverns can be an FPS hog due to pathfinding and how complex they can be.Reducing the number of civilizations, sites, beasts, and setting world population cap can limit the resources spent updating the rest of the world.Longer histories require more memory and storage space for historical figures and events.However, with how rich the game is with content, even a small world will be fairly interesting, while leading to a much higher framerate, though you may want to adjust some of the advanced world generation settings. Generating too-large civilized populations can result in a permanent, unavoidable FPS drop. The larger the civilizations, the more events occur in the world and the more complex they are. Larger worlds require more background processing to update.The lists below separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.įortress design is specific ways of building and planning, game setting changes are changes mostly in the init.txt and D_init.txt files that don't actually change how the game plays out. So, reducing the amount of stuff that's active keeps your game running fast. Restrained animals repeatedly try to path to meeting areas, then forced proneĭoorways marked tightly closed do not count as barriers with regard to animal pathfinding.In general, the more stuff the game has to keep track of, the slower the game will run. War dogs ignore "tightly closed" and forbidden doors (walk through them, then can´t find back).īirds claim nest boxes behind tightly closed doors Severe lag due to bugbat pathing through pet-impassable doorĪnimal trainer selects animal behind pet-impassable door, waits forever for animal to arrive at kennel Lock 4 puppys in a room and the FPS goes down substantiallyįort slows from a stable 100 fps down to a permanent 5 without anything unusual happening Make a door, place the door in the corridor, mark it tightly closed, watch the game slowly choke to death and die.ĭoor, hatch, leftover from 40d, pathfinding, petĭogs behind door set to passable but not pet passable cause fps dropĪnimals trying to path out of the cavern bring FPS to a crawl when they reach a non pet passable doorĪnimals stuck behind pet impassable doors cause fps drop A cat and the surface works well, as the cat will try and wipe out every vermin in existence on the surface. Main | My View | View Issues | Change Log | RoadmapĠ000797: Animals/pets repeatedly try to find path through pet-locked/"tightly closed" doors, causing lagĭoors can be set to stop pets and animals moving through them, but they do not stop pathfinding calculations from planning routes through them, leading to swarms of animals headbutting doors, choking your PC to death as they try again and again to move down the same route over and over, despite the fact there is a door in the way.īuild a corridor with an exit where an animal might want to go. ![]() ![]() Anonymous | Login | Signup for a new account
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |