Right now, honestly EVERYTHING that uses plants/seeds is going to be a bit wonky and not smooth. That's because there's the new system where dwarves take barrels/bins/bags and collect things, rather than taking the things TO the bags/etc. all the time. This in turn means that one dwarf will be picking up a barrel with plants in it to collect new ones from the field, just as another dwarf wants to use them to, say, process them, or brew with them, or whatever. And you get an error message that the items aren't available, when you really have a ton of them, they're just being carried around. -_-
Not sure how Toady can fix this and keep the new system in, but I really hope he figures out a way, because it's annoying. To put it mildly.
To clarify, the "taking the bags to the items to be picked up" is a feature, not a problem, since now if there's eg. 8 seeds in close proximity (of the same type), it'll collect them all on one trip with a bag, instead of making 8 trips to carry 1 seed (it's so heavy!) every time.
There's a few issues, of course (which get annoying because carrying the bin/bag reserves the items in it for the duration of that hauling trip):
- A dwarf takes a bag/bin/barrel even if it's going to pick up just 1 item
- Dwarves don't care how much the barrel/bin weighs, so they may take a lot longer anyway, because they're carrying so much extra weight.
- as a corollary to the first, seeds are especially problematic, since their containers can be stored in containers, so once the dwarf has carried the bag and put 1 seed in it, it drops the bag, then fetches a barrel to put the bag in, instead of taking the bag to the barrel (since he always has only 1 bag, the opposite would make more sense). (milled plants also go into bags, which go into barrels, but only 1 stack per bag, so not an issue with them)
Some fixes that Toady could make include:
- When a hauling job gets assigned, the dwarf should decide beforehand which items it's going to haul (assuming it doesn't work like this yet), and if it's only 1, the dwarf wouldn't take a barrel/bin.
- introduce a small waiting period for if jobs don't have materials available (this could creates loads of new problems), or maybe only for cases of items being hauled (could be problematic in terms of resources, I dunno). Would at least solve the issue with seeds, assuming players are smart and have seed stockpiles, stills and millstones close to the farms.
A fix that any player can make is to try lowering the aggressiveness of the seed_combine settings in d_init.