11/15/2023 0 Comments Dwarf fortress fps mod 2019Personally I think its silly because unless it is rewritten entirely like that, no matter how great it is, I dont think its ever going to be commercially viable. To be honest i think people like the game enough where if it was an open source project people would probably end up rewriting it from scratch using the parts that work and are legible as a base.īut I also really think toady wants to keep it a personal project and not have it be entirely rewritten by a team of new people whom he has nothing to do with. It is all very self contained, and pathfinding must be a reasonable amount of the CPU load for DF. And a way to deal with map changes and how they interact with pathfinding jobs that are in progress, or complete but still being followed. And somewhere the main thread can check whether a pathfinding job is complete yet. Then you just need a queue that dwarfs on the main thread can make pathfinding requests to, that can be picked up by worker threads. So you just need to make that structure with multithreading in mind - and the worker threads are only ever reading from it. It doesn't want to access the main map - it wants its own simplified representation of it that just has connection/movement cost data. While I was obviously designing from scratch, the thing about pathfinding is that it basically touches almost nothing outside its own structures. Once upon a time I decided to see if I could write my own dwarf fortress alike (answer: no), and I did get as far as getting the pathfinding working. On that point, I've always rather liked this gif :)Īll that said, I do wonder if pathfinding is low hanging fruit for multithreading. In most modern games algorithms using multiple core give first core majority of work anyway. At this point it's definitely going to make a difference and I'd recommend deleting some of it out of your world A really crazy builder digging on a massive scale could have 100,000 stones on their hands or much more. A semi dedicated builder type player might easily create 10,000 stone or tens of thousands. Having a few thousand things in your stockpile isn't going to hurt your FPS much if any. Invaders seem to count exactly as much as dwarves, so when a massive siege shows up, your FPS is going to take a hit, especially if yours was finely balanced to begin with. If you have hundreds of animals in cages, your fort will run faster without them. I tend to build roads and paved areas around constructions to cut down on the number of trees, and floor over ponds to speed up FPS.Īnimals in cages cause less of a drop than ones running loose, but they still count. Having rippling ponds after rainstorms causes a small but detectable drop. Having lots of trees causes some FPS drop because they constantly try to grow. Make that same waterfall fall through hallways and grates and it gets slightly worse, but still not much. If you connect a single waterfall to a short path from a river and have a direct exit for the water, and the waterfall falls through open space, you get very little FPS drop. Huge water projects can be a drain on FPS, but don't have to be. For instance the larger embark costs me 10 or 15 dwarves, but I like the room, I usually try to get a couple different biomes.Ĭave levels with no water don't hurt the fps as much because they don't turn into horrible mushroom caves over time, or only slowly. Since the number of dwarves seems to be the single biggest cause of FPS drop I measure the other causes in terms of them. Or, I can have 200 dwarves with a few pets and livestock - less than 20 - on a 3 by 3 or 3 by 4 embark with a waterfall and have it run at speeds that don't make me abandon the fort because they are so bad. The moment they do something else - including fighting - the fps crashes horribly. The trick is to find what your computer is capable of and stay under it.įor instance, my computer can handle 350 dwarves in a simple fort on a small embark so long as nearly all of them are in the military and training. I recently had to do everything I could think of to keep my aging fort from playing so slowly that I had to abandon it. 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!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |