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Then it hits some things that it does every tick.  Fluids and other map tile information is advanced (though there are various optimizations here so that not every tile is necessarily checked every turn, and there are various flags so that entire sections of the map can be skipped if nothing has happened.)  Vermin running around are updated.  Other 'events' on the map, like active fires, are handled.
 
Then it hits some things that it does every tick.  Fluids and other map tile information is advanced (though there are various optimizations here so that not every tile is necessarily checked every turn, and there are various flags so that entire sections of the map can be skipped if nothing has happened.)  Vermin running around are updated.  Other 'events' on the map, like active fires, are handled.
  
If a flag is set, wounded/thirsty/hungry dwarves that can't care for themselves get an update, and every so often, dead dwarves 'think' about their burial arrangements so that jobs can be set.  Caged and chained creatures update their thoughts and situation periodically. Then, creatures leave the map if they are set to at the edges.
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If a flag is set, wounded/thirsty/hungry dwarves that can't care for themselves get an update, and every so often, dead dwarves 'think' about their burial arrangements so that jobs can be set.  Caged and chained creatures update their thoughts and situation periodically.
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Then creatures leave the map if they are set to at the edges.
  
 
Every fifty ticks, staggered from other updates, all of the taverns, temples, libraries, etc. get their information updated.  Stockpiles, staggered on a different tick, also work this way.  Similarly with storage job creation, though that process is complicated with various optimizations and lengthening ping times and so forth, and it's still slow, since at some point, 50,000+ boulders will cause trouble.
 
Every fifty ticks, staggered from other updates, all of the taverns, temples, libraries, etc. get their information updated.  Stockpiles, staggered on a different tick, also work this way.  Similarly with storage job creation, though that process is complicated with various optimizations and lengthening ping times and so forth, and it's still slow, since at some point, 50,000+ boulders will cause trouble.
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Every hundred ticks, items are rotted.  Every tick, vegetation is advanced (though there are various staggers and flags here.)  Building states are updated every tick as needed, and minecarts are moved.  Hauling routes are advanced.  Temperature is updated (there are various optimization flags here, but this is still an unfortunately slow process.)
 
Every hundred ticks, items are rotted.  Every tick, vegetation is advanced (though there are various staggers and flags here.)  Building states are updated every tick as needed, and minecarts are moved.  Hauling routes are advanced.  Temperature is updated (there are various optimization flags here, but this is still an unfortunately slow process.)
  
Finally, the camera is updated to follow the creature you are following, if any.
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Finally the camera is updated to follow the creature you are following, if any.
  
 
== Physics ==
 
== Physics ==

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