Fort health
fort_healthDetects causes of FPS death in Dwarf Fortress by reporting simulation FPS, item counts, and unit population, so you can address clutter early.
Instructions
The fort's computational health as facts — FPS death is the true endgame boss, and nothing else reports it. fps/gfps are the engine's own currently calculated simulation/graphics frame rates (df.global.enabler.calculated_fps/calculated_gfps — the same numbers DF's own FPS counter shows), not an average or a history. items.total is the fort-wide item-object count (df.global.world.items.all, unfiltered by forbidden/dump/rotten/construction state — every item DF is tracking counts toward this, since object count, not usable stock, is what costs simulation time); items.stone/corpses/clothes break out the three clutter candidates the issue names (stone: BOULDER; corpses: CORPSE + CORPSEPIECE + REMAINS; clothes: the wearable slots ARMOR/SHOES/HELM/GLOVES/PANTS) — these are raw totals and will run higher than stocks' counts, which filter to usable/in-play items only; the two answer different questions (clutter vs usable stock) and are not duplicates. units.active/units.dead_on_map split df.global.world.units.active by isDead — active is every currently-simulated living unit (citizens, tame animals, wildlife, hostiles, visitors), dead_on_map is a dead unit whose body hasn't yet been cleaned up into a corpse item; both are fog-of-war filtered (mcp_unitVisibility), like every other unit-enumerating tool in this server, so an undiscovered cavern's unrevealed population is never counted here even though it still costs real simulation time — this tool intentionally undercounts true computational load rather than leak an unexplored area's population as an aggregate number. Stray/unassigned animal count is intentionally NOT duplicated here: call livestock_and_pastures and read its unassigned_count. Returns {"error":"no fort loaded"} if no fort is active.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||