Email Required, but never shown. Screenshot of the Week. Submit your photo Hall of fame. Featured on Meta. Now live: A fully responsive profile. Screenshot of Week 51 [Submissions Closed]. Related 1. Hot Network Questions. Question feed. Arqade works best with JavaScript enabled. My workshops are outside. A few dozen wildlife specimens have been slain. Framerate stays at EDIT3: Game is starting to slow down at the end of the third year.
FPS hovers around EDIT4: It is the spring of the 5th year, and framerate is still hovering between 90 and Solra, how much time usually passes until you experience this lag? I have a tentative theory that it's something to do with other civilizations, since I can't seem to reproduce it here.
Usually it bites me before the end of the third year. Regarding other civilizations, the two times I've tried and failed to reproduce it by digging out entire Z-levels have both been on tiny worlds with very few civilizations. I'm just beginning a normal fort now. When I reach the point where I'm digging out quarters, I'll save and back up after designating but before unpausing, then see if the framerate drops just from waiting.
Unlike other forts I've made, this one will have invaders off. This report seems to be describing an abrupt transition to low FPS, which seems more in line with Reminder sent to: Granite26 , Solra Bizna This problem can't be fixed, nor can the report be properly categorized, without a save demonstrating the problem.
I'm still working on a save. This is separate from the ghost lag, that was a fort that I was making to test this issue and I hit a different issue instead.
The miner will dig an excessively large apartment complex. I ran the game a while before digging and my uncapped tickrate oscillated between and If he only digs two apartment levels, the tickrate does not change significantly, but if he digs all the levels designated in that save, the tickrate falls to fairly abruptly after being constant for a while. At least, I think it does I had a ducksplosion around the same time as the tickrate fell, but it didn't rise back up once all the ducks were turned into duck skulls.
I'm digging more Z-levels of apartment to see if the framerate goes down further. Edit: Digging approximately twice the number of apartments brought my tickrate down to I think that rules out ducks as the cause. My dwarfs' clothes have been fairly worn this entire time, ruling that out. Absolutely no sapient creatures have died at this fort, so ghosts are definitely not the cause.
Now to cathartically flood my fort. I think it's due to too many items bring present mostly stones. In my case, it was due to the pc overheating and the pagefile thrashing.
Eventually the whole system just shut down. Basically, you can unpause the game and it'll run ok for a while, with a high fps, but as stuff gets loaded into memory reloaded? Unless there's another explanation for leaving the pc on overnight, unpausing the game and having great fps for a few seconds, and then it dropping.
Not an artifact, either, dwarves and flows move super fast at first Could upload a save, but I don't have a clean one. Reminder sent to: Solra Bizna I'm getting a "source file could not be read" error when I try to download your save. That's a scary error for my server to be throwing. I wish I had more details. Item quantity was the first thing we ruled out way back when we first started experiencing this problem; it still happens even if we dig out only soil layers and never touch a single boulder.
The latest theory among me and my buds is that this lag has something to do with vermin spawning, or plant growth, or some such related task.
I think this is also related to the horrific lag one experiences if one embarks in a very large area. Reminder sent to: Solra Bizna Does your save still exhibit the problem in 0. Sorry about the delayed reaction. Repeating the test with 0. I'm currently investigating whether the slowdown happens in a world with no vermin.
Lately I've been profiling the linux version using oprofile, and have identified a hot spot in the flag checks done by the flow engine. The trouble is that even if this check is hacked to use 5 hand-written machine instructions instead of a complicated function call, it still causes two cache and TLB misses for every block. Not much, but certainly wasteful. I notice this as well. I also think that it doesn't have anything to do with clothes or the total number of items.
I also noticed the largest hit when I started mining out large single z level areas. My current thought is that it has to do with something in the background Vermin, dead pets trying to claim owners, plants growing, who knows! For a new game, when you hold down the mouse the FPS hovers at the max. Lower values often boost speed dramatically This makes the game only refresh sections of the screen that need to be refreshed.
From init. Can hugely increase performance but doesn't work on all systems. This will probably prevent your computer from effectively running anything at the same time as the game and, for some players, causes major lag in the DF interface as well.
Using this is not recommended unless you have a dual-core CPU or better. Increasing priority will make the game difficult to kill using task manager if it locks up. This happens because things like screen output and HD access are not entirely part of DF.
However, a dual-core machine can use realtime priority without fear of consequences. It also kills off some rather nice lava warming effects, stops rivers from freezing and importantly! You're well-advised to stick with "warm" or "hot" fortress sites if you turn temperature off and your source of water is a stream. Getting Started. Dwarf Fortress is an extremely interesting and complex game, but one which people find exceptionally difficult to get into.
You can change stuff and have it affect a save mid-game, but you have to change the raws for that savegame rather than the ones in the main DF folder tree.
How do I make Dwarf Fortress run better? How do you make Dwarf Fortress run faster?
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