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Editing v0.34 Talk:Maximizing framerate

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* Disabling your dwarven civ from wearing [[clothing]] as a mod (would require a [[DF2012:World_generation|world regen]]) may help maintain higher FPS later in the game{{bug|3942}}, if you don't mind naked dwarves running around. Alternatively, dumping excess/worn out clothing might help restore FPS on an existing fortress.
 
* Disabling your dwarven civ from wearing [[clothing]] as a mod (would require a [[DF2012:World_generation|world regen]]) may help maintain higher FPS later in the game{{bug|3942}}, if you don't mind naked dwarves running around. Alternatively, dumping excess/worn out clothing might help restore FPS on an existing fortress.
 
== Forbidding and FPS increase ==
 
 
I've run a fortress to it's knees by producing thousands (as in 25k) of goblets. When I noticed the problem, my FPS was at 8, which is quite low, even by my standards.
 
 
I noticed that by forbidding the goblets (using autodump, or whatever), I gained an increase in FPS right from the start. To explain: without forbidding, the game would crawl to 0 for some half minute then resume to 8 whereas forbidding gives me the "standard" FPS of 20.
 
 
Forbidding everything in the fortress doesn't seem to pack a punch, however (the stocks were under 5k). Also, I never had problems in my testing colony, where I produced thousands upon thousands of different items (although there weren't as much as 25k). The main difference here would be the number of workshops, that prosper in my main fortress and I keep one or two in the testing one.
 
 
I suppose that (regardless of pathfinding issues) one of the factors might be the fact that the items are looked up in all workshops; the fact there are different positions where the items could be somehow increases calculation costs. There could also be stockpile considerations, as usually, whenever I designate one, the game slowly calculates something.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 05:32, 31 January 2014 (UTC)
 

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