Anyway, Psieye, simply having more objects taking up more memory or causing lag isn't really the point - I've proven that a long time ago.
Agreed, but cross-checking results is the basic tenet of science and I never said this plant fort's experiment is over. In doing this my way, I've come across another potential lead - when people build with FPS-longevity in mind, they tightly control pathing and try to minimise items. But never have I heard anyone say they've minimised the number of stockpiles they have, or the number of workshops they have. I might decide to try out a new !!SCIENCE!! fort just to test out stockpiles and workshops, but first I'm going to try destroying these megashrooms in various ways, with and without DFhack.
So on that note, further test results:
=== Methodology ===
Install DFhack.
Take the 100k megashroom save and test various ways of destroying the shrooms and wine pots with DFhack. Also see effect of removing all the stockpile designations.
Then take the 30k megashroom save and compare manually atomsmashing all the megashrooms and wine pots to using DFhack to teleport the items into the atomsmasher.
=== Results ===
**100k save**
- Start: I decided not to wait for FPS to crawl ever so slowly up from 2 to 66 like last time. After confirming it was climbing back up, I went to the next step at 50 FPS.
memory = 55.6 MB
- After setting every megashroom for dump with no garbage zones: FPS bombed down to 2 again, but did recover all the way back to 66. Also, it is now summer not spring but this doesn't have any meaningful effect on this fort's FPS.
memory = 56.1 MB
- After also setting every wine pot for dump through the stock screen (didn't take as long to load this time, maybe because liquid stacks in pots are treated differently): FPS bombed down to 1 this time, but again crawls back up. Didn't wait until it fully recovered before proceeding to next step.
memory = 56.0 MB
> DFhack's "autodump destroy" command: FPS shoots up to 1300+ and then gradually decreases to 950 +/- 50, similar to (but faster than) how FPS slowly increased after bombing to 2 on load or mass designations before.
memory = 57.5 MB
> DFhack's "autodump" command to move everything to one location, then atomsmash: 1230 +/- 10 after the FPS settled down from the initial spike.
memory = 60.1 MB
> Remove all stockpiles, but don't destroy any items: FPS settled down and then plateaued up to 330 before the megashrooms wilted. After wilting, FPS was around 470 before they disappeared into nothingness. FPS then went to 740-ish.
memory = 57.6MB
** 30k save **
- After mass dump designations of megashrooms and all pots through stock menu: FPS = 389 +/- 2
memory = 47.7MB
> DFhack's "autodump" command, then atomsmash: FPS is settling down to 1040 +/- 10
memory = 48.3MB
> Manually dump and then atomsmash after all dumping: FPS is around 200 while the dwarves are doing the hauling. Most of the megashrooms are wilting and decaying away before the atomsmash lever is pulled, as I only want to pull this thing once instead of putting it on repeat. FPS after the lever got pulled = 1170 +/- 5
memory = 47.8MB
=== Conclusions ===
The FPS of the 100k save only rose up very, very slowly if nothing at all changed while waiting for measurements. Any change, e.g. an item set to dump or a stockpile made/removed, will ruin the 'status quo' and the FPS will bomb right back down to 2 while the game tries to find a new equilibrium.
Job queues likely only affect FPS when they're being changed. Needs a better experiment to investigate.
For FPS-longevity: manually dump & atomsmashing > autodump & atomsmashing > "autodump destroy"
However, autodump leaves more of a memory footprint than "autodump destroy".
Stockpiles take up FPS just by existing, whether they are filled or not and regardless of if there is no hauling job they generate. With lots and lots of stockpiles, this is a considerable FPS burden.
That's all I have time for today. Feel free to take my saves from the previous post and try atomsmashing as the dumping is going on.