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Author Topic: No food beeing brewed but there is reachable fruit/plants  (Read 693 times)

Bainin

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No food beeing brewed but there is reachable fruit/plants
« on: September 19, 2016, 09:20:24 pm »

Suddenly most my Humans are almost dying of dehydration because my well exploded in a icecube because it was above ground ..? and my still won't let me brew drinks but i do have alot of brewable plants and Fruit in stock.. i never encountered this problem before usually it's because i ran out of plant's but this time it's not any suggestions?
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urmane

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Re: No food beeing brewed but there is reachable fruit/plants
« Reply #1 on: September 19, 2016, 09:47:03 pm »

"Won't let you" ... select it anyway, it should show you what you're missing in red.  Have containers for liquid?
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Bainin

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Re: No food beeing brewed but there is reachable fruit/plants
« Reply #2 on: September 20, 2016, 05:00:22 pm »

I have tons of empty barrels and when i go check my food stockpile it says i have some hundret of all kind of plants and furits and i did allow them to be brewed also these said food stockpiles are reachable for my humans so im not quite sure what's the issue here...
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vonsch

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Re: No food beeing brewed but there is reachable fruit/plants
« Reply #3 on: September 20, 2016, 06:34:28 pm »

have you got the plant stockpile being fed to the still?  Or something else being fed to the still that is preventing the still from drawing from that plant stockpile?

For me the problem is usually (1) no containers (2) stockpile without plants feeding still (thus preventing still from getting the plants where they are) or (3) plants and still not in same burrow.
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Evans

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Re: No food beeing brewed but there is reachable fruit/plants
« Reply #4 on: September 21, 2016, 04:49:15 am »

Build another still.
Design another food stockpile.
Don't link them.

And try again.

Stockpile linking can get block items for different workshops, that is most likely case of your trouble.
« Last Edit: September 21, 2016, 09:12:52 am by Evans »
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()