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Author Topic: Urist McBlind cancels plant: needs sweet pod seed  (Read 1442 times)

Foxite

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Urist McBlind cancels plant: needs sweet pod seed
« on: October 19, 2015, 09:13:42 am »



I have twenty fucking sweet pod seeds. Why aren't they planting?
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Foxite

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Re: Urist McBlind cancels plant: needs sweet pod seed
« Reply #1 on: October 19, 2015, 09:46:20 am »

Plump helmets have now joined the party as well. I never had trouble with those. The PH seeds stockpile is at 200.
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Nibblewerfer

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Re: Urist McBlind cancels plant: needs sweet pod seed
« Reply #2 on: October 19, 2015, 10:38:14 am »

Are all of your seeds in a single bag? If a dwarf is holding a bag containing them the other dwarves will report that there are no seeds.
EDIT: Sentence structure
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Foxite

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Re: Urist McBlind cancels plant: needs sweet pod seed
« Reply #3 on: October 19, 2015, 10:44:12 am »

Are all of your seeds in a single bag? If a dwarf is holding a bag containing them the other dwarves will report that there are no seeds.
EDIT: Sentence structure
They are all in a single bag, and I know that that causes problems, but I have no seeds stockpiles whatsoever, so there's nobody hauling it. And it can't be a planter occupying the whole bag for one seed because DF logic, because the farm plot has had only 2 seeds for at least two ingame weeks by now.
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Nibblewerfer

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Re: Urist McBlind cancels plant: needs sweet pod seed
« Reply #4 on: October 19, 2015, 11:07:22 am »

Well looking at that image multiple dwarves are unable to get the sweetpod seeds so just try one dwarf with planting, or make a seed stockpile.
EDIT: Considering that you said that plump helmets are also not being planted could you explain where your plump helmet seeds are located, because if they are in the same bag the dwarves planting plump helmets might have the bag instead of the dwarves planting sweet pods.
« Last Edit: October 19, 2015, 11:10:48 am by Nibblewerfer »
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PatrikLundell

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Re: Urist McBlind cancels plant: needs sweet pod seed
« Reply #5 on: October 19, 2015, 11:24:00 am »

The seeds in the bag come from somewhere, which typically is seeds dropped around the canteen or seeds in the still or thresher. Thus, your planters are not only fighting for the bag amongst themselves, but also fighting for the bag with those haulers.
If the problems get severe you might consider a feeder stockpile for the main seed stockpile.
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callisto8413

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Re: Urist McBlind cancels plant: needs sweet pod seed
« Reply #6 on: October 19, 2015, 12:18:56 pm »

I am having some problems too and I did the whole make-a-stockpile-for-seeds-with-no-bins/bags/cabinets-allowed thing.  Why can't they farm properly!   It is meant to be SO easy in this version.   :'(
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Larix

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Re: Urist McBlind cancels plant: needs sweet pod seed
« Reply #7 on: October 19, 2015, 12:29:03 pm »

Planters never fight over bags, because they directly pull a seed out of the bag to plant, they don't "use" the bag for planting (otherwise they'd litter the fields with loose bags after each planting job, which evidently doesn't happen). Missing seed spam is _always_ caused by hauling. It may be that a seed hauling job failed and there's a seed stuck somewhere that's still assigned to go into the bag. I'd just forbid then unforbid the bag; "jostling" a container like that often kills stuck hauling jobs and makes the container contents accessible again.

As a fiddly trick, you could assign a non-seed stockpile to "take" from your brewery and thresher shop - this forces the workshop to keep all products that can't go to linked piles; produced seed stays in the workshops as solitary "inventory" items and can be used by farmers directly (weavers/suturers can use thread made by threshers/spinners directly from the workshop, too). Haven't tried this in 0.40, mind, but it should still work.
« Last Edit: October 19, 2015, 12:54:23 pm by Larix »
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Foxite

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Re: Urist McBlind cancels plant: needs sweet pod seed
« Reply #8 on: October 19, 2015, 01:42:13 pm »

Well looking at that image multiple dwarves are unable to get the sweetpod seeds so just try one dwarf with planting, or make a seed stockpile.
EDIT: Considering that you said that plump helmets are also not being planted could you explain where your plump helmet seeds are located, because if they are in the same bag the dwarves planting plump helmets might have the bag instead of the dwarves planting sweet pods.
I don't have a seed stockpile, I thought that not having seed stockpiles would remove the need for hauling bags, thus not having a hauler occupy the whole bag because he needs to put one seed in.

The seeds in the bag come from somewhere, which typically is seeds dropped around the canteen or seeds in the still or thresher. Thus, your planters are not only fighting for the bag amongst themselves, but also fighting for the bag with those haulers.
If the problems get severe you might consider a feeder stockpile for the main seed stockpile.
I would try this, but what is a feeder stockpile?

I am having some problems too and I did the whole make-a-stockpile-for-seeds-with-no-bins/bags/cabinets-allowed thing.  Why can't they farm properly!   It is meant to be SO easy in this version.   :'(
Agreed. If I could assign a stockpile to not allow any stuff in bags, then this would be really easy to fix.

Planters never fight over bags, because they directly pull a seed out of the bag to plant, they don't "use" the bag for planting (otherwise they'd litter the fields with loose bags after each planting job, which evidently doesn't happen). Missing seed spam is _always_ caused by hauling. It may be that a seed hauling job failed and there's a seed stuck somewhere that's still assigned to go into the bag. I'd just forbid then unforbid the bag; "jostling" a container like that often kills stuck hauling jobs and makes the container contents accessible again.
I've noticed that. I did that when fucking around with forbidding the problematic items in hope of fixing it, but it came back after not too much time.

As a fiddly trick, you could assign a non-seed stockpile to "take" from your brewery and thresher shop - this forces the workshop to keep all products that can't go to linked piles; produced seed stays in the workshops as solitary "inventory" items and can be used by farmers directly (weavers/suturers can use thread made by threshers/spinners directly from the workshop, too). Haven't tried this in 0.40, mind, but it should still work.
I'll try this. Thanks.
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PatrikLundell

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Re: Urist McBlind cancels plant: needs sweet pod seed
« Reply #9 on: October 19, 2015, 04:50:53 pm »

A feeder stockpile is a stockpile that takes from anywhere and gives to a stockpile that only takes from links. I guess the stockpiles feeding a Quantum Stockpile are a kind of feeder stockpiles as well. The idea is that the haulers will then go from the deepest mining pit where Urist McGlutton dropped his plump helmet spawns to the feeder stockpile to put them in a bag there, and then have the bag moved to the seed stockpile the planters use. This moves the bag fighting to affect haulers only, but requires more bags, as the partially filled bags keep getting moved to the planters' stockpile.
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