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Author Topic: FPS Killer: Swampland  (Read 2711 times)

Tinker Thinker

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FPS Killer: Swampland
« on: May 01, 2010, 12:01:59 am »

So, my latest embark has me in a sandy swamp (who knew?).

Normally, this isn't an issue, but that it is in that one temperature zone where water evaporates, but can also freeze over, and there's a nice long river. . .

Therefore, there's a lot of water flow stuff eating at my framerate, to the point that even a meager seventeen dwarves is seeing some nasty lag.

So I ask you: How do I clean out this excess water in an efficient manner?
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Max White

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Re: FPS Killer: Swampland
« Reply #1 on: May 01, 2010, 12:10:16 am »

Magma applied to the 17 dwarfs.

Absentia

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Re: FPS Killer: Swampland
« Reply #2 on: May 01, 2010, 12:27:44 am »

Disabling temperature in the init should take care of it. Alternatively, you might be able to plug up the river with magma, although that would make your framerate a lot worse before it got better.
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tastypaste

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Re: FPS Killer: Swampland
« Reply #3 on: May 01, 2010, 12:52:53 am »

If you do disable temp, make sure to do it while the water is thawed. iirc disabling temp when it's frozen leaves it permanently frozen.
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Chariot

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Re: FPS Killer: Swampland
« Reply #4 on: May 01, 2010, 02:04:06 am »

a sandy swamp (who knew?).

The Okavango Delta is a swamp in the sandy Kalahari Desert.
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o_O[WTFace]

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Re: FPS Killer: Swampland
« Reply #5 on: May 01, 2010, 03:45:19 am »

iirc disabling temp when it's frozen leaves it permanently frozen.

That might be a highly efficient way to remove water flow.
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Mr.Elendig

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Re: FPS Killer: Swampland
« Reply #6 on: May 01, 2010, 07:37:20 am »

Magma applied to the 17 dwarfs.
Or flood the whole map with magma. Obsidian don't move unless made to do so.
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Tinker Thinker

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Re: FPS Killer: Swampland
« Reply #7 on: May 01, 2010, 07:56:37 am »

Whilst very dwarfy, none of these suggestions are actually useful.

I just want to get rid of the some 30 ponds scattered about the place that are constantly draining and filling with water. Any water I actually *NEED* can be taken from the river.

And I want to do it in such a fashion that the dorfs responsible don't become goblinbait whilst they do it (though I'm not sure any goblins can reach me here :\)
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Max White

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Re: FPS Killer: Swampland
« Reply #8 on: May 01, 2010, 08:03:30 am »

You could build a bridge over them.

slink

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Re: FPS Killer: Swampland
« Reply #9 on: May 01, 2010, 08:33:15 am »

Turn off the temperature during winter, while the ponds are frozen.  Then dig out the ponds and pave over the pond floors with either roads or flooring.  This will kill their ability to refill when it rains.  Once that is completed, turn the temperature back on so that the river thaws again.

If you want to leave them intact and not use the temperature on/off switch, cover them all at surface level with flooring.  I think if they are indoors, they won't respond to the heat, and they surely won't refill from the rain.  They will still freeze and thaw, though.

Edit: P.S.  You can dig in from the side when they are frozen, thus avoiding being on the ground level in case of goblins attacking.  They could still shoot arrows down into the work areas, though.
« Last Edit: May 01, 2010, 08:35:36 am by slink »
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Tinker Thinker

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Re: FPS Killer: Swampland
« Reply #10 on: May 01, 2010, 08:59:27 am »

Spring has arrived! +20 dorfs
I'm not even sure I care anymore :| These massive migrant waves are a hassle. . .
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Nonsapient

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Re: FPS Killer: Swampland
« Reply #11 on: May 01, 2010, 09:01:04 am »

A trick I use is to connect all of the murky pools to the river via channel.  That way they stay at 7/7, and there's never an issue of water flow.
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LordSlowpoke

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Re: FPS Killer: Swampland
« Reply #12 on: May 01, 2010, 09:05:50 am »

A trick I use is to connect all of the murky pools to the river via channel.  That way they stay at 7/7, and there's never an issue of water flow.
30 currently-evaporating murky pools connected to the river could just...dry the river.
Depends on the river's size, of course, but don't be surprised when that 15x15 murky pool dries down your only water source.
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Nonsapient

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Re: FPS Killer: Swampland
« Reply #13 on: May 01, 2010, 09:22:30 am »

Well, that's not something I've ever noticed.  I tend to embark in swamplands myself,  and a single wide channel hasn't had any problems.
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Shrike

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Re: FPS Killer: Swampland
« Reply #14 on: May 01, 2010, 11:06:10 am »

Well, as noted... building over the lakes will keep it from refilling/evaporating due to the external environment. Also, when the water is gone, building a paved road over the bottom of the lake will keep it from filling.
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