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Constructions introduce slowdowns from two angles:
 
Constructions introduce slowdowns from two angles:
 
# It has to keep track of the original item (though there is a DFHack plugin which will delete the item and flag the construction as "recreate the item from scratch when you deconstruct it"), which means that general item lookups take slightly longer (it's done via binary search, so you'd only notice significant slowdowns each time the item count in your fortress doubles).
 
# It has to keep track of the original item (though there is a DFHack plugin which will delete the item and flag the construction as "recreate the item from scratch when you deconstruct it"), which means that general item lookups take slightly longer (it's done via binary search, so you'd only notice significant slowdowns each time the item count in your fortress doubles).
# It has to keep track of what the construction is made of, using a separate structure that needs to be looked up for each constructed tile that is visible on the screen. These also use binary searches, though with three values (X+Y+Z coordinates) instead of just one so they're a little bit slower. Typically, you only get noticeable slowdowns when you're building something on the scale of [http://www.bay12forums.com/smf/index.php?topic=43679.0 FlareChannel].
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# It has to keep track of what the construction is made of, using a separate structure that needs to be looked up for each constructed tile that is visible on the screen. These also use binary searches, though with three values (X+Y+Z coordinates) instead of just one so they're a little bit slower. Typically, you only get noticeable slowdowns when you're building something on the scale of Flarechannel.
  
  
 
{{Category|Constructions| }}
 
{{Category|Constructions| }}
 
[[ru:Construction]]
 
[[ru:Construction]]

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