
Similarly, one could adjust Layer Openness and Layer Passage Density in advanced world generation to make the caverns have fewer tiles to path through.However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned forgotten beasts. Adjusting the cavern layer number in advanced world generation parameters can reduce the number of cavern layers (default 3).Sometimes even trading caravans will try to path out of your fort underground. Creatures will repeatedly try to path into your fort from a cavern. Caverns can be an FPS hog due to pathfinding and how complex they can be.Reducing the number of civilizations, sites, beasts, and setting world population cap can limit the resources spent updating the rest of the world.Longer histories require more memory and storage space for historical figures and events.

However, with how rich the game is with content, even a small world will be fairly interesting, while leading to a much higher framerate, though you may want to adjust some of the advanced world generation settings. Generating too-large civilized populations can result in a permanent, unavoidable FPS drop. The larger the civilizations, the more events occur in the world and the more complex they are. Larger worlds require more background processing to update.


The lists below separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.įortress design is specific ways of building and planning, game setting changes are changes mostly in the init.txt and D_init.txt files that don't actually change how the game plays out. So, reducing the amount of stuff that's active keeps your game running fast. In general, the more stuff the game has to keep track of, the slower the game will run.
