Veylon, hey thank you for writing. i'm sitting here again staring at >6k food and >1k of each craft item, >2k bars, >2k stones, i have 30+ siegers on the map and am waiting in disbelief for the other shoe to drop because the fps still goes back to where i started.
I kept it at 18 dorfs and dug just enough to add 36 3x3 bedrooms on the level between the stacks, plus putting a hospital/well where the meeting area used to be. to compensate i made all empty spaces restricted traffic zones and zoned the staircase and engines to be high traffic zones. i'm at more than double the items i had in my last report. i just looked, 12 of 18 idle, fps '49(44)'.
my experience want me to belief that i'm doing something wrong, that this can't be, that i will wind up with eggs on my face and my foot in my mouth, but i'm not doing it wrong!
i've debunked the idea that item count kills fps. for me at least,
WITH AN UNDUMP ENGINE ITEM COUNT DOES NOT SEEM TO AFFECT FPS AT ALL(yes, i know how insane this sounds)
my original pile is about to get split into food and refuse. i like having the butchershops and kitchens on that level too. i had miasma once, from one item, as i had crafting and smelting and clay and building all scheduled at the same time. that made me smile because i thought i might have broken something
the new pile is very cool and i've removed the doors with which i blocked the exits on the level below. i had hoped to catch fallen animals or dwarves. there have been none. no accidents. and with two spaces before the hatch nothing at all winds up on the lure tile.
food/drink barrels are not the problem i thought they might be. that was me not resetting dump flags or something.
if i was building from scratch, i'd use 2 floors with 22-engines each, use one for food and one for everything else. with a few floors above/between/below into which to put related workshops right by the stairs. one floor i'd use for tracks cause this concentration of stuff will surely make for an ideal rail station. it is already super-fast to get stuff made because anything and everything is always within 10 or so spaces from where its needed.
so, yes, please try the zero-micromangement, one pile, 22 unreachable lures design.
note: in the r2 design i have door which became superfluos with the second tile before the hatch. you can leave them out and save the space. if i counted this right one could place the r3 undump engine staircase 12 tiles from one another and _then futz around with quality settings or other pile specializations, suffering the normal fps penalties for digging of course.
let me sum this up once more, i have never had a 7 year old fort with more than 867 listed dead, pages and pages of masterwork meal and bone craft announcements and insane amounts of stuff that would come back to show roughly the same fps it had before the killing and cooking and crafting.
i fear my optimism is staring to border on excessive so could we please have someone cynical step up to shoot this down?
(i'll process a few more sieges now and post something to the front page later)
Thanks Nil, Thanks Veylon!
edit: p.s. an hr after the post one item made it to the r2 lure pile. i saved and autodumped all the items from the pile to get a count. there were 11637 items in the pile vs 1 mixup. i dunno that this justifies a 3rd space or a door or an access mechanism.