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Editing 40d:Maximizing framerate

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* Narrow paths and bottlenecks cause the pathfinding algorithm to repeatedly recompute a faster route for each dwarf (and pet) as the paths empty and clear.  Use large hallways and multiple stairways to connect any two spots where lots of dwarves will want to be.
 
* Narrow paths and bottlenecks cause the pathfinding algorithm to repeatedly recompute a faster route for each dwarf (and pet) as the paths empty and clear.  Use large hallways and multiple stairways to connect any two spots where lots of dwarves will want to be.
 
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.
 
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.
* Avoid designating very large areas for chopping, gathering, detailing, or mining, especially if many dwarves do these things. Large areas of [[ramp]] designations are '''especially''' laggy and should be avoided at all costs.
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* Avoid designating very large areas for chopping, gathering, detailing, or mining, especially if many dwarves do these things.
 
* Some observers suspect that having massive numbers of objects in stockpiles also impacts FPS; others believe any effect is minor{{verify}}.  Food stockpiles seem to be the worst offenders; if your fortress overproduces food, you may see a progressive slowdown even if your population and pathing complexity don't change.
 
* Some observers suspect that having massive numbers of objects in stockpiles also impacts FPS; others believe any effect is minor{{verify}}.  Food stockpiles seem to be the worst offenders; if your fortress overproduces food, you may see a progressive slowdown even if your population and pathing complexity don't change.
 
* Blocking off areas of the fortress entirely - especially (only?) with removable obstacles like drawbridges or forbidden doors - causes serious problems with pathfinding.
 
* Blocking off areas of the fortress entirely - especially (only?) with removable obstacles like drawbridges or forbidden doors - causes serious problems with pathfinding.

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