Here's a quick heads-up on what's going on in an experimental fort of mine, how it came to be, and my completely unbelievable results:
I ran into another one of Nil's most excellent contraptions and made a fort to tinker with it.
http://www.bay12forums.com/smf/index.php?topic=92241.0http://dwarffortresswiki.org/index.php/User:Vasiln/UndumpNow dfhack's cleanowned tells me that I have 19244 items in my fort.
While the dwarfs are working the fps meter shows around '33(33)'.
That number might drop to '20(20)' for a moment, but hey, that's just for a moment.
When it is like now and i have 14 of my 18 dwarfs idle, the fps goes back to '50(44)' or '49(43)'.
And that is where it was when I began my experiment.
See, my forts die when i drown in crap. Seeing the potential in Nil's undump to replace my previous nodump strategy to defer the end, I embarked with 4 masterwork slade turrets, dug a dual entrance drowning kind of siege killer with a reservoir under a river, stuck the turrets on the top floor of a tiny building and dedicated a few floors to tinkering.
you can read up on all that in the undump thread. but let me continue. from my experiments i saw how how the dump worked and figured out how to optimize it for throughput. then i began using it as an everything pile. the design evolved once more and at the heart of Wallshadow the stout dwarves, under the leadership of Mrs. Rampart Scholarlantern and Granite Testmachine, created this:
THE UNDUMP-22-ENGINE r2the 22 pistons/cylinders/rooms are all part of one stockpile which was placed after all the stuff was built and then had the middle 'x'd out. turns out that you don't need the doors or anything because its very unlikely (1 in 11000 unlikely) that one would need it at all. anyway, when its all brand new the swarves will start filling the pile but since they can never reach these far away squares behind the (unlocked) doors due to the pressure plate opening the hatch, they drop their load, usually on the 2nd square.. leaving the last square empty.. and signaling to the world that there's more room for storage there.
what has now happenend is that we've created 44 squares on which dozens and hundreds of pages of goods will be stored .. within steps from a staircase. without bins. (i have no idea what happens when you throw bins in there. i set the bin count to 0, barrel count to max)
If you stick with this for a minute you realize that you can put all your normal workshops somewhere close to these 11 stairs for very short and constant paths (if there would be an expert in the house who could improve the stair design, please chime in!).
Anyway, what this design seems to prove is that you can keep all your stuff in one or more of these piles with ZERO impact on your FPS, at least when idle. You need to build this to understand that forum wisdom is completely wrong attributing FPS death to item count. This design will show you that item-count has virtually no bearing whatsoever on your FPS.
Decorations and customizations don't matter either; having zillions of masterwork announcements doesn't seem to matter. Not digging seems to matter, not making piles seems to matter. but not item count. item count appears to be irrelevant. cool, eh?
guys and gals and dorfs, STRIKE THE EARTH .. and report back please.
(i'm at 20789 items now, 2 dorfs busy, 4 wagons on the map fps '49(42)'. will someone please pinch me?!)
Enjoy!