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Author Topic: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?  (Read 1885 times)

Foxite

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Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« on: January 02, 2014, 10:52:38 am »

(Sorry Ive been asking so much questions.)
Like the title says, Ive been getting that message. And not just once, or twice. I didnt count it, but since I started the fortress, I might have gotten the message well over a few hundreds of times.
I checked the z-stocks screen, and I have about 200 plump helmet spawn. I never ran out of it afaik.
Its getting annoying, and I just set up a 12x23 farm complex and I have 5 farmers(specifically, 2 farmers and 3 planters), and its obviously getting even worse.
Halp?
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

Garath

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Re: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« Reply #1 on: January 02, 2014, 11:44:18 am »

make a barrel free seed stockpile will help some. There are some more complicated ways too.

Simply put, all seeds are in one barrel or a couple of bags. Whenever a few seeds are left at a table or brewery, whoever goes to pick them up takes the whole barrel or a whole bag. Your farmer, who had been en route to get a seed to plant can't get it because someone else is hauling the lot, so he cancels his job. Having no barrels makes it slightly more efficient as there is a chance there is one bag of seeds left at the stockpile when the other one is carried around to collect seeds.
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BetaOrion

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Re: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« Reply #2 on: January 03, 2014, 03:14:22 am »

It also helps to have lots of seeds. I always buy more of the seeds i'm using whenever there is a trader in my fort. This way you have more barrels ready.
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Garath

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Re: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« Reply #3 on: January 03, 2014, 07:23:39 am »

200 plump helmet spawn is the max, new spawns won't begenerated unless some are used first. There is a limit of 200 seeds per crop.
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Foxite

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Re: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« Reply #4 on: January 03, 2014, 08:17:54 am »

make a barrel free seed stockpile will help some. There are some more complicated ways too.

Simply put, all seeds are in one barrel or a couple of bags. Whenever a few seeds are left at a table or brewery, whoever goes to pick them up takes the whole barrel or a whole bag. Your farmer, who had been en route to get a seed to plant can't get it because someone else is hauling the lot, so he cancels his job. Having no barrels makes it slightly more efficient as there is a chance there is one bag of seeds left at the stockpile when the other one is carried around to collect seeds.
Didnt work :/
I dug out a stockpile for seeds only and set max barrel to 0. There are now some bags, and all of them contain seeds of rat weed, rock nuts, sweet pods, prickle berries, wild strawberries, and fisher berries, but not plump helmets, dimble cups or pig tail. And guess what I have in those farm plots... thats right, plump helmets, dimble cups and pig tails, and none of the plants of which there are seeds in the bags.
Fortunately, and interestingly, I only get job cancellation spam of dimble cups, not any other plant.
I also removed the permission to store seeds in any of my other stockpiles a while ago, and it still says I have 200 plump helmet spawn, and its a mystery to me as for where they are. I found 31 plump helmet spawn in the farm plots, though, but that still leaves another 169 plump helmet spawn to be found.
Edit: Found them, they were sitting in a bag in my dining room. I have no idea how it got there. But nobody is hauling them to the stockpile.
« Last Edit: January 03, 2014, 09:15:21 am by latias1290 »
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

greycat

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Re: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« Reply #5 on: January 03, 2014, 10:32:13 am »

Didnt work :/
I dug out a stockpile for seeds only and set max barrel to 0. There are now some bags, and all of them contain seeds of rat weed, rock nuts, sweet pods, prickle berries, wild strawberries, and fisher berries, but not plump helmets, dimble cups or pig tail. And guess what I have in those farm plots... thats right, plump helmets, dimble cups and pig tails, and none of the plants of which there are seeds in the bags.

First, make sure seeds are not allowed in any other stockpiles except this one.  If they're being stored in a general purpose food stockpile 7 Z-levels away, it's undermining your efforts here.

Second, make more bags.  You should most certainly have bags full of plump helmet spawn at this point.

Quote
another 169 plump helmet spawn to be found.
Edit: Found them, they were sitting in a bag in my dining room. I have no idea how it got there. But nobody is hauling them to the stockpile.

A dwarf got hungry, grabbed a plump helmet, and took it to the dining room.  Upon finishing the meal, this generated and left a plump helmet spawn on the dining room table.

At some point after that, a job got generated to put the plump helmet spawn in a bag.  Therefore, someone took the bag of plump helmet spawn to the dining room, and put the seed into it, and left it there.

In order to get the bag moved back to the seed stockpile, another job has to be generated and carried out.  This can only occur if there's an empty tile in the seed stockpile.  And then the usual hauling rules apply (some dwarf has to accept the job, go get the bag, and haul it back to the stockpile).  If the dwarf who accepts the job is very far away at the time, it could take a while.  Or, if all your haulers are busy, it could take a while for the job to be accepted at all.
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WJLIII3

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Re: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« Reply #6 on: January 03, 2014, 01:45:19 pm »

200 plump helmet spawn is the max, new spawns won't begenerated unless some are used first. There is a limit of 200 seeds per crop.

Its an init option, though. You can have as many as you want.
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WJLIII3

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Re: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« Reply #7 on: January 03, 2014, 01:47:31 pm »

make a barrel free seed stockpile will help some. There are some more complicated ways too.

Simply put, all seeds are in one barrel or a couple of bags. Whenever a few seeds are left at a table or brewery, whoever goes to pick them up takes the whole barrel or a whole bag. Your farmer, who had been en route to get a seed to plant can't get it because someone else is hauling the lot, so he cancels his job. Having no barrels makes it slightly more efficient as there is a chance there is one bag of seeds left at the stockpile when the other one is carried around to collect seeds.
Didnt work :/
I dug out a stockpile for seeds only and set max barrel to 0. There are now some bags, and all of them contain seeds of rat weed, rock nuts, sweet pods, prickle berries, wild strawberries, and fisher berries, but not plump helmets, dimble cups or pig tail. And guess what I have in those farm plots... thats right, plump helmets, dimble cups and pig tails, and none of the plants of which there are seeds in the bags.
Fortunately, and interestingly, I only get job cancellation spam of dimble cups, not any other plant.
I also removed the permission to store seeds in any of my other stockpiles a while ago, and it still says I have 200 plump helmet spawn, and its a mystery to me as for where they are. I found 31 plump helmet spawn in the farm plots, though, but that still leaves another 169 plump helmet spawn to be found.
Edit: Found them, they were sitting in a bag in my dining room. I have no idea how it got there. But nobody is hauling them to the stockpile.

Make sure every other food stockpile has seeds disabled.
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Foxite

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Re: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« Reply #8 on: January 05, 2014, 07:51:56 am »

Thanks for all the replies, and disabling seeds in the other stockpile worked(even though I still get a small wave of plant cancellations every now and then, but I can deal with that, as it seems to be decreasing).
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

kingubu

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Re: Urist McFarmer cancels Plant Seeds: Needs plump helmet spawn?
« Reply #9 on: January 05, 2014, 03:51:04 pm »

200 plump helmet spawn is the max, new spawns won't begenerated unless some are used first. There is a limit of 200 seeds per crop.

Its an init option, though. You can have as many as you want.

Forbidding the seeds also allows new seeds.   I had thousands of seeds in the fort where I was using them to pummel dwarfs.
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