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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Preferences&amp;diff=257332</id>
		<title>Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Preferences&amp;diff=257332"/>
		<updated>2021-03-05T17:09:35Z</updated>

		<summary type="html">&lt;p&gt;Ibanix2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:38, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:preference_preview.png|thumb|450px|right|Thoughts and preferences of Kadôl Istbarmonom, a herbalist.]]&lt;br /&gt;
'''Preferences''' are [[material]]s, [[creature]]s, or objects described as being liked by a dwarf in their '[[thoughts and preferences]]' tab, accessible for example with {{k|u}}-{{k|v}}-{{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Possible objects of Affection or Revulsion ==&lt;br /&gt;
A given dwarf may display many, a few, or (theoretically) even none of these preferences.&lt;br /&gt;
&lt;br /&gt;
Each unit's preferences consist of the following:&lt;br /&gt;
&lt;br /&gt;
* Various materials:&lt;br /&gt;
** a random type of [[stone]]&lt;br /&gt;
** a random type of [[metal]]&lt;br /&gt;
** a random type of [[gem]]&lt;br /&gt;
** 1/5 chance of a random type of [[wood]]&lt;br /&gt;
** 1/7 chance of a random type of [[glass]] - green, clear, or crystal&lt;br /&gt;
** 1/3 chance of a random type of [[leather]]&lt;br /&gt;
** 1/7 chance of a random type of [[horn]]&lt;br /&gt;
** 1/7 chance of a random type of [[pearl]]&lt;br /&gt;
** 1/7 chance of a random type of [[ivory]]&lt;br /&gt;
** 1/15 chance of a random decorative material - [[coral]] or [[amber]]&lt;br /&gt;
** 1/7 chance of a random type of [[bone]]&lt;br /&gt;
** 1/14 chance of a random type of [[shell]]&lt;br /&gt;
** 1/14 chance of a random type of [[silk]]&lt;br /&gt;
** 1/14 chance of a random type of [[yarn]]&lt;br /&gt;
** 1/7 chance of a random type of plant [[cloth]]&lt;br /&gt;
** 1/7 chance of a random type of [[paper]] or [[parchment]]&lt;br /&gt;
* 1/2 chance of a random [[color]]&lt;br /&gt;
* 1/5 chance of a random [[shape]]&lt;br /&gt;
* Various types of items:&lt;br /&gt;
** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]] (1/5) (1% exotic)&lt;br /&gt;
** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)&lt;br /&gt;
** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)&lt;br /&gt;
** 1/3 chance of a random type of [[furniture]] - [[door]]s, [[floodgate]]s, [[bed]]s, [[chair]]s, [[window]]s, [[cage]]s, [[barrel]]s, [[table]]s, [[coffin]]s, [[statue]]s, [[box]]es, [[armor stand]]s, [[weapon rack]]s, [[cabinet]]s, [[bin]]s, [[hatch cover]]s, [[grate]]s, [[quern]]s, [[millstone]]s, [[traction bench]]es, or [[slab]]s&lt;br /&gt;
** 1/3 chance of a random craft - [[figurine]]s, [[Finished goods|amulets, scepters, crowns, rings, earrings, bracelets]], or large [[gem]]s&lt;br /&gt;
** 1/3 chance of a random miscellaneous item - [[catapult part]]s, [[ballista part]]s, a type of [[siege ammo]] (1% exotic), a [[trap component]] (1% exotic), [[coin]]s, [[anvil]]s, [[totem]]s (20% chance), [[chain]]s, [[flask]]s, [[goblet]]s, [[bucket]]s, [[animal trap]]s, an [[instrument]] (1% exotic), a [[toy]] (1% exotic), [[splint]]s, [[crutch]]es, or a [[tool]] (1% exotic)&lt;br /&gt;
* Various types of [[food]]:&lt;br /&gt;
** 1/2 chance of a random type of [[meat]]&lt;br /&gt;
** 1/3 chance of a random type of [[fish]]&lt;br /&gt;
** 1/10 chance of a random type of [[cheese]]&lt;br /&gt;
** 1/7 chance of a random type of edible [[plant]]&lt;br /&gt;
** a random type of [[alcohol]]&lt;br /&gt;
** 1/7 chance of a random cookable plant/creature [[extract]]&lt;br /&gt;
** 1/5 chance of a random cookable mill powder&lt;br /&gt;
** 1/7 chance of a random cookable plant [[seed]]&lt;br /&gt;
** 1/7 chance of a random cookable plant [[quarry bush|leaf]]&lt;br /&gt;
* Various [[creature]]s:&lt;br /&gt;
** 1/2 chance of a random [[domestic animal]]&lt;br /&gt;
** 1/2 chance of a random non-domestic [[creature]] with a {{token|PREFSTRING}} (excluding one's own race, [[wagon]]s, [[werebeast]]s, [[forgotten beast]]s, [[titan]]s, [[angel]]s, [[experiment]]s and unique [[demon]]s)&lt;br /&gt;
* detesting a random type of [[hateable]] vermin (which isn't already explicitly liked)&lt;br /&gt;
* 1/50 chance of a random type of [[tree]]&lt;br /&gt;
* 1/10 chance of a random type of [[plant]]&lt;br /&gt;
* 1/2 chance of a random [[poetic form]]&lt;br /&gt;
* 1/2 chance of a random [[musical form]]&lt;br /&gt;
* 1/2 chance of a random [[dance form]]&lt;br /&gt;
&lt;br /&gt;
==Food/Work/Benefits to productivity==&lt;br /&gt;
{{old|v=0.47.05}}&lt;br /&gt;
Every dwarf will like at least one type of booze, and may like none to several food ingredients. Dwarves get happy thoughts from eating food and drinking booze they [[Preference|like]]; the meal's value can improve only those thoughts.  There are 76 types of booze and hundreds, if not thousands, of types of food preferences. The difficulty in obtaining all types of booze or food means that it is practically impossible to satisfy the [[need]] to eat a good meal. {{bug|10262}} Note that it is possible to obtain all types of booze, especially if modding is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dwarf's preferences (and disliked vermin) tend to feature in any artwork the dwarf makes, more often than subjects not listed in their profile. For example, a mason that likes [[cow]]s for their haunting moos and absolutely detests [[bat]]s, will make statues of both, presumably out of love for cows and horrified fascination for bats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dwarf working with a material they like or creating items they like will produce higher-[[quality]] goods. For example, a [[mechanic]] that likes olivine generally makes better [[olivine]]  than [[granite]] mechanisms. This is most important during [[embark]], when individual personality profiles and skills can be best matched up according to your specifications. For example, make the dwarf that likes [[bed]]s your [[carpenter]] and the dwarf that likes gold your [[blacksmith]]. [[armorsmith|Urist McLikesbreastplates]] would be a good candidate for Armorsmith.  This works less well later on with immigrants, as it is usually more advantageous to train up the great armorsmith than the novice armorsmith who likes steel.&lt;br /&gt;
&lt;br /&gt;
The game is perfectly happy to give a creature a bad thought from not eating a favored food, even when said creature doesn't actually like anything.&lt;br /&gt;
&lt;br /&gt;
==Value Considerations==&lt;br /&gt;
It has been noted that preferences have an effect on how dwarves perceive the value of a [[room]] and its [[furniture]], though the exact details are not yet known. &lt;br /&gt;
&lt;br /&gt;
E.G: A mason who likes horses will often make statues of one or two horses, or even statues of themselves admiring horses. This can be great if the mason is chronically depressed: surround their bed with images they like, and they will be happier. &lt;br /&gt;
&lt;br /&gt;
If your [[monarch]] absolutely detests large roaches, a ☼[[platinum]] [[statue]] of a [[large roach]]☼ in their [[bedroom]] will not count fully towards the noble's room value requirement (although they'll still admire it without complaining about the subject matter).{{cite rev|212039}} This problem can be avoided by carefully selecting the statue that is going to be built by e{{k|x}}panding the material selection menu. &lt;br /&gt;
&lt;br /&gt;
Since images will feature both objects the worker likes and dislikes, engravings and other images featuring various vermin can't be avoided entirely, but they're generally not frequent enough to cause notable problems.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
Nobles only give [[mandate]]s and [[demand]]s that accord with their preferences. For this reason, a good way to ameliorate the annoying effects of nobles is to nominate a [[baron]] who has no preferences for anything craftable. This baron won't issue any mandates or demands!&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Preferences]]&lt;/div&gt;</summary>
		<author><name>Ibanix2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Native_platinum&amp;diff=257315</id>
		<title>Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Native_platinum&amp;diff=257315"/>
		<updated>2021-03-04T13:32:42Z</updated>

		<summary type="html">&lt;p&gt;Ibanix2: bug 1429 indicates this is resolved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#rreplace:&lt;br /&gt;
{{stonelookup/0}}&lt;br /&gt;
|\[\[olivine\]\] as veins&lt;br /&gt;
|[[olivine]] as small clusters{{bug|1429}}&lt;br /&gt;
}} &amp;lt;!-- This fixes stonelookup/0 to reflect the bug explained below (see v0.34 talk page). --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Exceptional|22:51, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Native platinum''' is the only [[ore]] of [[platinum]], one of the most valuable [[metal]]s available (equal in value to [[aluminum]]). Its high material value makes both the ore and the smelted metal a convenient material for high-value furniture for [[noble]]s. If the deposits are not mined out, smoothed and [[engraver|engraved]] platinum walls can add a lot of value to rooms, too.&lt;br /&gt;
&lt;br /&gt;
Native platinum can occur in [[vein|veins]] inside bodies of [[magnetite]] and as small [[cluster]]s within [[chromite]]. The veins from magnetite specifically can extend far outside the magnetite they originate from and the vein may even be interrupted at the magnetite cluster border.&lt;br /&gt;
&lt;br /&gt;
When mined, chunks of native platinum are called ''platinum nuggets''.&lt;br /&gt;
&lt;br /&gt;
Although the raw entries for native platinum indicate that it appears as veins within olivine, a bug causes it to only appear in small clusters (even in the absence of chromite). {{bug|1429}} (but this should be fixed in the most recent versions)&lt;br /&gt;
&lt;br /&gt;
=== In Real Life ===&lt;br /&gt;
Native platinum is technically not an ore; it's simply chunks of mostly pure metallic platinum.  As platinum is an extremely unreactive metal, even less reactive than gold, this is by far the most common form in which platinum is found in nature.&lt;br /&gt;
[[File:Platinum-nugget.jpg|thumb|center|A 112g (3.6 oz) platinum nugget.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Ibanix2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=217142</id>
		<title>v0.34:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=217142"/>
		<updated>2015-03-18T10:35:59Z</updated>

		<summary type="html">&lt;p&gt;Ibanix2: /* Fortress Design */ nanofort note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:47, 21 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
[[Frames per second|Framerate]] is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your Framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff active keeps your game running fast. The below lists separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.&lt;br /&gt;
&lt;br /&gt;
===Without Game Alterations===&lt;br /&gt;
Fortress design is specific ways of building and planning, game setting changes are changes mostly in the init and init_d files that don't actually change how the game plays out.&lt;br /&gt;
&lt;br /&gt;
====Fortress Design====&lt;br /&gt;
* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.&lt;br /&gt;
** Reducing the size of your embark site from the default 4x4 squares to 3x3 or even 2x2 will have an enormous impact on FPS.  Keep in mind that a 2x2 embark is only 25% of the size of a 4x4.&lt;br /&gt;
** The [http://www.bay12forums.com/smf/index.php?topic=21601.0 Nano Fortress] utility will let you play on a 1x1 title, which will result in exceptionally improved frame rate.&lt;br /&gt;
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.&lt;br /&gt;
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.&lt;br /&gt;
** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't go overboard with multiple [[Workshop|workshops]] constantly queued or set on perpetual repeat.&lt;br /&gt;
** Bugs related to [[clothing]] used to make it a real FPS drain. Recent bug fixes, such as {{bug|3942}}, have improved the situation drastically. But checking for clothing [[wear]] and unhappy [[thoughts]] could still have some impact on FPS. (Research is needed.) As of [[Release information/0.34.11|0.34.11]], armor counts for missing clothing thoughts. So dwarves can wear armor instead of clothes or going naked. If nothing else, dumping excess/worn out clothing may help FPS on an old fortress.&lt;br /&gt;
** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.&lt;br /&gt;
** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed.&lt;br /&gt;
** The quantity of items in any particular stack doesn't effect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks.  The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrel]]s and [[bin]]s.&lt;br /&gt;
* Flowing [[water]] slows the game down.&lt;br /&gt;
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].  &lt;br /&gt;
** Don't embark on a [[river]] or [[ocean]].  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** [[Aquifer]]s don't impose load until you start digging around in them.&lt;br /&gt;
**[[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly.&lt;br /&gt;
* Proper use of [[traffic]] designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])&lt;br /&gt;
* Reducing the area which the pathfinder algorithm has to search lets the game run faster.&lt;br /&gt;
** The obvious solution is to not dig out quite so much of the ground.&lt;br /&gt;
** Some careful fort planning and design can cut down on pathfinding with shorter trips.&lt;br /&gt;
** Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.&lt;br /&gt;
** Caverns are probably the worst offender for pathfinding in irrelevant areas. So keep them closed off.&lt;br /&gt;
* [[DF2012:Contaminant|Contaminants]] can accumulate on the ground and on dwarves and creatures. Especially for old forts, this can impact FPS.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another ({{bug|3270}}) which prevents blood from ever disappearing.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[DF2012:Weather|rain]] slowly wash it away.  Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[Activity_zone#Pit.2FPond|pit]].  Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]] is one example.  And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.&lt;br /&gt;
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.&lt;br /&gt;
&lt;br /&gt;
====Game Settings==== &lt;br /&gt;
* G_FPS is a setting in the [[init.txt]] file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD and VBO are good starting points.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)&lt;br /&gt;
*PRIORITY represents how much importance the game is given when it makes a request of the CPU.  From [[init.txt]]:&lt;br /&gt;
**&amp;quot;Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&amp;quot;&lt;br /&gt;
**While it's best to run DF with no other programs in the background if FPS is an issue, giving the priority a bump or two can help speed things up regardless.&lt;br /&gt;
*TEXTURE_PARAM controls how the graphics are displayed, specifically how the color value of each pixel is smoothed.  It is LINEAR by default.  Turning this off gives the CPU one less thing to do, though the improvement in performance is so far unquantified.&lt;br /&gt;
**From [[init.txt]]: &amp;quot;Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.  Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===With Game Alterations===&lt;br /&gt;
All changes in this area have some effect on the game itself, use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
====Game Settings====&lt;br /&gt;
* Consider running an older version of DF. While lacking features, 40d or a [[version]] of v0.31 ''may'' run faster than 2012. *Disputed* (See [http://www.bay12forums.com/smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)&lt;br /&gt;
* [[Temperature]] calculations place a significant load on the processor.&lt;br /&gt;
** Especially since a bug causes &amp;quot;jitter&amp;quot;, forcing recalculation every frame.{{Bug|6012}}&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, will speed things up.&lt;br /&gt;
** Without temperature calculations, [[obsidian farming]] becomes unusable; as the tiles never cool down, dwarves refuse to step on the obsidian floor, preventing the access of hauling dwarves.{{bug|6033}} You can re-enable temperature occasionally to allow tile temperatures to normalize.&lt;br /&gt;
** Multiple users have reported an increase of 100% or better when disabling temperature calculations[http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509].&lt;br /&gt;
* Disabling [[weather]] ''might'' speed things up as well.&lt;br /&gt;
** But then rain won't refill [[murky pool]]s, clean contaminants, kill dwarves, etc.&lt;br /&gt;
* Each dwarf needs to keep track of where he's going.&lt;br /&gt;
** Limit the number of dwarves by setting the population cap.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.&lt;br /&gt;
* [[Caverns]] can be a FPS hog due to [[pathfinding]] and how complex they can be. Creatures may try to path into your fort from a cavern. Sometimes even [[DF2012:Trading#Caravans|trading caravans]] will try to path to your fort underground.&lt;br /&gt;
** Adjusting the [[DF2012:Advanced_world_generation#Cavern_Layer_Number|Cavern_Layer_Number]] in [[advanced world generation]] parameters can reduce or disable the number [[cavern]] layers during [[world generation]]. However, this may restrict access to subterranean plants and creatures, [[DF2012:Megabeast|megabeasts]], and [[Demonic_fortress|fun features]].&lt;br /&gt;
** Similarly, one could adjust [[Advanced_world_generation#Layer_Openness_Min.2FMax|Layer Openness]] and [[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|Layer Passage Density]] in [[advanced world generation]] to turn caverns into wide, open expanses instead of complex mazes that have to be pathed through. However, there is some evidence that excessively open caverns cause performance issues as well.[http://www.bay12forums.com/smf/index.php?topic=104643.msg3096896#msg3096896]&lt;br /&gt;
&lt;br /&gt;
====Mods and Utilities====&lt;br /&gt;
* Accumulations of [[contaminant]]s can decrease FPS and they are still somewhat buggy. (See {{bug|296}} and {{bug|3270}}.)&lt;br /&gt;
** Sometimes contaminants are widespread or difficult to reach such that relying on the usual [[cleaning]] methods would be impractical or impossible. Or the player make lack the patience to deal with it that way. Some opt to use the &amp;quot;clean&amp;quot; and &amp;quot;spotclean&amp;quot; commands in the [[Utility:DFHack|DFhack]] utility to clear contaminants.&lt;br /&gt;
* Bug fixes for [[clothing]] (such as {{bug|3942}}) have reduced clothing-related FPS issues. But constantly-growing piles of cast-off clothes, and checking for clothing [[wear]] and unhappy [[thoughts]] still have some impact on FPS.&lt;br /&gt;
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional &amp;quot;Eternal Fashion module&amp;quot;. It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for &amp;quot;Modest&amp;quot;.) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.&lt;br /&gt;
&lt;br /&gt;
* Some mods have been created specifically to improve performance. They often reduce and standardize materials (like leather and bone) and may reduce the types of clothing available to control item count (especially for invaders).&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=117954.0 Accelerated Dwarf Fortress] for v0.34.11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DFHack commands==&lt;br /&gt;
A list of [[Utilities#DFHack|DFHack]] 0.34.11 r3 commands that can help with your framerate by fixing bugs and reducing items.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|autodump|white}} Useful for mass dumping or destroying items. Use {{DFtext|help autodump|white}} for options.&lt;br /&gt;
*{{DFtext|cleanowned|white}} Confiscates and dumps garbage owned by dwarfs. Use {{DFtext|help cleanowned|white}} for options. Can cause unhappy thoughts if no replacement clothing is available.&lt;br /&gt;
*{{DFtext|clean|white}} and {{DFtext|spotclean|white}} Removes contaminants from tiles/units/items or one tile. {{bug|296}}{{bug|1750}}{{bug|3270}} Use {{DFtext|help clean|white}} for options.&lt;br /&gt;
*{{DFtext|flows|white}} Counts map blocks with flowing liquids, which slow the game down.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|tweak stable-temp|white}} Removes jitter in temperature updates. {{bug|6012}} Must be enabled every time DFHack is launched.&lt;br /&gt;
**{{DFtext|fix/stable-temp apply|white}} Fixes existing item temperature jitter bugs.&lt;br /&gt;
*{{DFtext|tweak fast-heat|white}} Further improves temperature update performance.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|tweak fix-dimensions|white}} Fixes subtracting small amount of thread/cloth/liquid from a stack. Must be enabled every time DFHack is launched.&lt;br /&gt;
**{{DFtext|fix/cloth-stockpile|white}} Fixes existing bugs in thread/cloth stockpiles. {{bug|5739}}&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|fix/fat-dwarves|white}} Stops fat dwarves causing lag. {{bug|5971}}&lt;br /&gt;
*{{DFtext|fix/item-occupancy|white}} Fixes invisible items. {{bug|895}} May increase performance slightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|fastdwarf 0 1|white}} In a fortress of 152, my FPS was hovering around 60, and fast dwarf was enabled it dropped to upper teens, and teledwarf only dropped it into the mid 40's. Fastdwarf does modify the game balance and is generally considered cheating, so this tip is meant for people who already utilize fastdwarf.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X Specific==&lt;br /&gt;
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings (by dragging the save folder into the list or pressing the {{K|+}} button) and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.  This is due to the fact that DF is not multi-threaded in any significant way.  &lt;br /&gt;
&lt;br /&gt;
Note that excluding the save folder from Spotlight means you can't use Spotlight or Finder to search through the raw files. If you need to for some reason, you can use &amp;quot;find&amp;quot; from the command line for this.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Ibanix2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Golden_salve&amp;diff=216623</id>
		<title>Golden salve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Golden_salve&amp;diff=216623"/>
		<updated>2015-02-20T02:55:14Z</updated>

		<summary type="html">&lt;p&gt;Ibanix2: derp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Golden salve''' is an [[extract]] made from [[valley herb]]s, prepared by a [[Thresher]] at a [[Farmer's workshop]] using the &amp;quot;Process plants (to [[vial]])&amp;quot; job and a glass [[vial]]. Currently, golden salve has no use, save as a [[trade good]]. One Valley herb will yield five units of golden salve, worth 100☼ each, for a total of 500☼ per vial; processing valley herbs purchased from caravans (and thus coming in stacks of five) will fill each vial with 25 units of salve, worth a total of 2500☼.&lt;br /&gt;
&lt;br /&gt;
Because golden salve is stored in [[vial]]s, you will need to search for vials when moving goods to your trade depot, and then look inside the vial to confirm it has golden salve.&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts]]&lt;/div&gt;</summary>
		<author><name>Ibanix2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Golden_salve&amp;diff=216622</id>
		<title>Golden salve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Golden_salve&amp;diff=216622"/>
		<updated>2015-02-20T02:54:53Z</updated>

		<summary type="html">&lt;p&gt;Ibanix2: trading note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Golden salve''' is an [[extract]] made from [[valley herb]]s, prepared by a [[Thresher]] at a [[Farmer's workshop]] using the &amp;quot;Process plants (to [[vial]])&amp;quot; job and a glass [[vial]]. Currently, golden salve has no use, save as a [[trade good]]. One Valley herb will yield five units of golden salve, worth 100☼ each, for a total of 500☼ per vial; processing valley herbs purchased from caravans (and thus coming in stacks of five) will fill each vial with 25 units of salve, worth a total of 2500☼.&lt;br /&gt;
&lt;br /&gt;
Because golden salve is stored in [[vials]], you will need to search for vials when moving goods to your trade depot, and then look inside the vial to confirm it has golden salve.&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts]]&lt;/div&gt;</summary>
		<author><name>Ibanix2</name></author>
	</entry>
</feed>