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Author Topic: Disappearing seeds, mason dwarfs not crafting, miasma  (Read 604 times)

DalmoTheDwarf

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Disappearing seeds, mason dwarfs not crafting, miasma
« on: December 23, 2013, 03:34:48 am »

Sorry I didn't know how best to title this.

The first problem is when I look I to my stocks it shows I have around 200 Mushroom spawns (My bookeeper has highest accuracy set) but I can't seem to find any in my food stockpiles they just get dropped on chairs in my meeting hall. When I try to plant farms it keeps giving me the red notification telling me I have no spawns. I've also made only a seed stockpile.

The second problem is I can't seem to keep a dwarf stationed to build rock doors tables or thrones. I've turned off all labor including hauling on multiple dwarves but there still is only periodic production they will come and make a few items then leave to do god knows what, but I'm trying to mass build cabinets to increase happiness in the bedrooms.


And my final problem is that my butcher shop keeps having miasma build up. But I have a refuse pile with dwarves activated to hall dead animals and stuff to it. When I look at the squares it doesn't show any animal fat. But last time when I dissasembled the workshop I found rotting meat under it that was previously unassecable. I've moved the butcher to its own room to stop miasma from coming into contact with too many dwarves, but if still like to get rid of it completely.

Also just some random questions as well. When I brew alcohol does it destroy seeds? Does making meals in the kitchen destroy seeds? And I've got about 80 dwarves in my fortress but no military. I haven't had a raid besides one lone wereantelope that I dispatched quickly. Will I need a military soon? When it sets item to forbid or claim. Does {item} mean it's forbidden or that it's claimable?

This is my first fortress and I'm about 7 hours in with only one dwarf death so I feel like I'm doing okay, but the subtle things in the game tend to escape my understanding. Any help would be greatly appreciated and if I posted in the wrong section or put too many questions in one thread I apologize.

Thank you for your time.
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Getix Kain

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Re: Disappearing seeds, mason dwarfs not crafting, miasma
« Reply #1 on: December 23, 2013, 04:36:14 am »

I'll reply to what I know...

- Alcohl creation does NOT destroy seeds.
Cooking an easy/medium/lavish meal WILL destroy seeds.

- {item} is forbidden.


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Garath

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Re: Disappearing seeds, mason dwarfs not crafting, miasma
« Reply #2 on: December 23, 2013, 05:01:32 am »

do you still have barrels enabled in the seed stockpile? They might be hauling the entire barrel around to pick up a few seeds in the dining room.

Too many dorfs with one labor can get inefficient as they start a sort of game of tag, in which one dorf makes a cabinet and goes off to do something else, then the next dorf comes to make one etc.

Meat buildup in the butcher can be seen with (t). Since it's -in- the shop you won't see it with (q) or (k). You should check your food stockpiles if there is enough space, enough barrels possibly, and see if you have enough haulers/idlers. There may be other things too.

It's easy to end up with 80 dwarfs around the end of your second year, which is when attacks will start usually. Expect goblin ambushes and snatchers soon if they can reach you.

Unforbidding = claiming, so following your question, everything that is forbidden is claimable. {this is forbidden}, claiming it will unforbid it so it can be hauled or otherwise used.

This is exactly the right forum to ask such questions and too many questions is never a problem. If you have just one small question I'd suggest using the little questions thread which tends to stay on the first page.
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DalmoTheDwarf

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Re: Disappearing seeds, mason dwarfs not crafting, miasma
« Reply #3 on: December 23, 2013, 05:39:17 am »

Thank you both for such a quick, helpful response.

The seed stockpile is a custom stockpile set to only accept seeds, that is the only thing allowed in it, but my other stockpiles allow seeds as well. But it seems as though most of the seeds are in barrels on the seed stockpile. I don't know how to stop barrels from entering. What does erER and cvCV stand for?

For the butcher I looked inside of it with t,k,q and none of them show any meat just the floor. There appears to be nothing there whatsoever. But the miasma continues to happen.

Thank you for all your help. Everything else seems to be squared away, now it is time for me to descend into the madness that is the combat system.
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Deon

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Re: Disappearing seeds, mason dwarfs not crafting, miasma
« Reply #4 on: December 23, 2013, 08:58:03 am »

e-r is reduce/increase amount of barrels (dedicated to stockpile) by 1.
E-R is reduce/increase amount of barrels to 0/max.

They also tend to store seeds in bags and bags in barrels which is bad. Look inside your barrels, manually dump your seed bags and disallow seeds in any food stockpile which uses containers, and make a separate big one which does not use barrels or pots.
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Garath

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Re: Disappearing seeds, mason dwarfs not crafting, miasma
« Reply #5 on: December 23, 2013, 03:01:29 pm »

cvCV is similar, but for bins
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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.

xcorps

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Re: Disappearing seeds, mason dwarfs not crafting, miasma
« Reply #6 on: December 23, 2013, 06:53:59 pm »

Having more than 1 seed stockpile is what's causing your seed issues. The seeds in the dining room can't be used, they only create haul jobs to a stockpile. If you don't have enough haulers, it will take a while.

For your mason, build a bed, a chair/table, a one square booze stockpile and a 1 square food stockpile. Set the stockpiles to take from a bigger stockpile (but don't change the bigger stockpile orders!). When the stockpiles have food/booze on them, assign the bed and the table to the mason, assign the workshop to the mason.
Press W for warrens.  Define the warren to include the workshop, the bed, the table, and the food/booze. Assign the mason to that warren. Now he won't leave. Make sure there is a stockpile big enough to accept at least half the number of cabinets you intend to build. (ie if you are building 25 cabinets, use a stockpile thats at least 12 squares). Otherwise your workshop will become cluttered, and your mason won't want to work there.

In fact, now that I type this...try making a 12 square cabinet only stockpile near the mason shop. If there is a sudden onslaught to haul furniture, you have a cluttered workshop. I think you can see the cluttered status in the T(view building) but not the Q, but I might be wrong.

For your butcher, I think you have the same problem as your seeds and booze, your stockpiles are fubar. Is the refuse pile outside, and have you set standing oders (the w key).

When I start a new fort, the first thing I do is set up farms. I make a 3x3 stockpile for each type of underground plant seed, set barrels to zero. This keeps the bags out of the barrels and helps  keep the cancellation spam down. I make the farm plots each 3x3, alternating seasons. So for plump helmets, make two 3x3 stockpiles. Plot 1, Season A plant plumps, Season C plant plumps. Plot 2 Season B plant plumps Season D plant plumps. You can skip this entirely and rely on 2 3x3 plots with year round planting.

Make a stockpile for each grown plant type! One 5x5 for plumps, one for tails, one for pods, one for wheat, one for nuts.
Make a seperate stockpile for prepared fish and meat.
Make a seperate stockpile for booze only.
Make a seperate stockpile for prepared meals.

Keep them seperate! Keep them safe! And DONT wear the RING!
« Last Edit: December 23, 2013, 07:07:40 pm by xcorps »
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greycat

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Re: Disappearing seeds, mason dwarfs not crafting, miasma
« Reply #7 on: December 24, 2013, 11:39:35 am »

The seeds in the dining room can't be used, they only create haul jobs to a stockpile. If you don't have enough haulers, it will take a while.

Well, they could be used, if they weren't already tasked (pending) for being hauled.

The second problem is I can't seem to keep a dwarf stationed to build rock doors tables or thrones. I've turned off all labor including hauling on multiple dwarves but there still is only periodic production they will come and make a few items then leave to do god knows what, but I'm trying to mass build cabinets to increase happiness in the bedrooms.

Stone is a bit difficult to deal with because it's so heavy.  It takes more micromanagement than wood does.

Here's what I do:

  • I have one Z-level dedicated to stone.  This is where all my mason's shops will be, and mechanic's shops, and possibly a crafting shop.
  • I dig a 5x5 area for each workshop on this level.  I build the workshop in the center 3x3, which leaves a 16-tile ring around the outside.
  • I designate a stone stockpile on those 16 tiles, with 1 or 2 wheelbarrows assigned (1 is the default; use 2 if you want the stockpile to be filled faster).  While the game is still paused after designating the stockpile, I go into it and disable all stone types.  Then I wait for a wheelbarrow to be brought to it.  Once a wheelbarrow is there, then I go back in and allow the stone type I want for this workshop.  Or, in some cases, all non-economic stones (I'm less picky about mechanisms than I am about furniture).  That way they won't ever haul a stone without a wheelbarrow.
  • I set the stockpile to give to the workshop, once the workshop has been built.
  • I repeat this for every workshop on this level.

If you don't do this, when you order a stone cabinet your mason will accept the job, and he will pick the nearest stone to wherever he happens to be standing at that time.  He'll go to the stone, and then he'll drag the stone to the workshop.  By hand.  This could take ages.

With the stockpile surrounding the workshop, he only has to drag the stone 2 tiles, from the outer ring to the center of the workshop.
« Last Edit: December 24, 2013, 11:50:57 am by greycat »
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