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Author Topic: kitchen/still output stockpiles  (Read 1575 times)

Uzu Bash

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kitchen/still output stockpiles
« on: February 24, 2015, 06:54:25 am »

There's no bug reported in the bug tracker, so I must be doing something wrong. But don't understand that could be; no other take piles have the problems I'm having with kitchens and stills. The same system is running fine for textiles and metal works, which have much more intricate networks of stockpile routing and still puts the products in the right places.

I want kitchens and stills to put their output right beside them; that's the whole purpose they were built with. They're linked with take piles that only accept from that kitchen or still, and those piles give to the central root cellar, but I expect that to only happen when that pile is full. Yet I find the products made with ingredients only one kitchen or still receives will be all over the place except for the pile taking the output.

If I block everything in the kitchen's take pile except for prepared food, nothing goes in except barrels or pots. If I blanket every category, I expect nothing to show up there except what comes out of that kitchen or still, yet I see things like raw mussels and fat. Both kitchen and still have seed take piles that take only seeds they would produce from the ingredients that go in, yet I find them scrambled with other seeds in random locations, rarely near either the still or the farm that actually plants them.


EDIT: Save file uploaded here: http://dffd.bay12games.com/file.php?id=10618

How do you manage this inconsistent bullshit?
« Last Edit: February 24, 2015, 01:39:35 pm by Uzu Bash »
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Detros

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Re: kitchen/still output stockpiles
« Reply #1 on: February 24, 2015, 08:50:58 am »

I am not sure I made sense of all those things but I can offer this:
That "give to A" connection does not mean "when full, give something to A" but "when A has space and you have something A takes, send it there" instead. So if your main storage can store something from your kitchen storage, that item gets moved. Amount of this pipeling can be lowered with wheelbarrows assigned in the destination stockpile: 0 wheelbarrows = any amount of hauling jobs otherwise only max "wheelbarrows assigned"-amount of jobs at one time between those two stockpiles.
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Uzu Bash

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Re: kitchen/still output stockpiles
« Reply #2 on: February 24, 2015, 09:01:10 am »

But even when I don't link the take pile to any other pile, it's still ignored except to add items that couldn't possibly have come from those workshops. So the problem remains.
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Detros

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Re: kitchen/still output stockpiles
« Reply #3 on: February 24, 2015, 12:03:52 pm »

But even when I don't link the take pile to any other pile, it's still ignored except to add items that couldn't possibly have come from those workshops. So the problem remains.
Upload it to http://dffd.bay12games.com/ then.
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Uzu Bash

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Re: kitchen/still output stockpiles
« Reply #4 on: February 24, 2015, 12:47:09 pm »

I'll do that, but I recall having this problem with these outputs before, and it's probably somewhere in my post history.


Here's an example of a working stockpile chain:
A mill dedicated to dimple dye takes from a pile of dimple cups and pile of cloth bags, and outputs to a pile of dye and a pile of seeds conveniently close to the farm that plants them. Those piles only accept links from that mill, so no matter how broadly the categories are defined, stockpiles still only get the products that come out of that mill. The seeds are taken at the start of season planting. The dye is taken by a dyer that only dyes silk, and outputs to piles of dyed silk thread and cloth. There's not even a category to separate them, yet the take piles only get dyed silk thread and cloth.

Here's an example of still/kitchen stockpile fail:
The still takes from barrel and rice plant stockpiles and should output to 1) a local drink pile conveniently located within the nearby meeting area/festhall 2) a smaller pile for the kitchen and 3) rice seeds which also go to the kitchen. These piles accept no other sources and only give to the kitchen. The kitchen outputs to another local pile which also accepts no other sources.
Yet the drinks and food wind up far away. Dwarves working nearby in need of a drink have to hike far away from their workshops and back before they get back to work. Dwarves partying in the meeting hall have to cancel and wander away to get booze or food, losing the time they could be socializing and possibly getting laid and spawning the fort some damn childen.

Also, the rice pile remains empty even when the kitchen has been idle. No farms plant that stuff, it grows wild all over the place, so it just gets cooked or sold off.
« Last Edit: February 24, 2015, 12:48:56 pm by Uzu Bash »
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Larix

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Re: kitchen/still output stockpiles
« Reply #5 on: February 24, 2015, 01:02:35 pm »

Is it actually food and drink from those workshops that ends up far away/is consumed by dwarfs? It sounds like you should only get rice seed biscuits, with very rarely a barrel of rice wine added for filler. That's very little food produced and dwarfs would likely eat other stuff. Dwarfs who aren't particularly fond of rice wine would also look around and try to find other booze.

Are some of your output piles also linked to "give" to other piles? In that case, they'd only be used as transit locations and all contents would be sent to the next tier of piles as soon as possible.
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Detros

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Re: kitchen/still output stockpiles
« Reply #6 on: February 24, 2015, 01:09:01 pm »

You also may try to
1) remove any bins/barrels from stockpile
2) break all these connections to smaller chains (start with, say, just stockpile-still connection then add more later when this works)
3) remove any burrows from equation

Are some of your output piles also linked to "give" to other piles? In that case, they'd only be used as transit locations and all contents would be sent to the next tier of piles as soon as possible.
It seemed to me so too from that initial description.
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Uzu Bash

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Re: kitchen/still output stockpiles
« Reply #7 on: February 24, 2015, 01:32:27 pm »

Is it actually food and drink from those workshops that ends up far away/is consumed by dwarfs? It sounds like you should only get rice seed biscuits, with very rarely a barrel of rice wine added for filler. That's very little food produced and dwarfs would likely eat other stuff. Dwarfs who aren't particularly fond of rice wine would also look around and try to find other booze.
Funny thing is that kitchen doesn't get rice from any other source, and any time I've looked in the kitchen inventory during a job, I've never seen rice there. Rice beer is the fort's signature drink, but this particular still is also the only one that brews plump helmets and cave wheat that only grows from the nearby farms. So no other stockpiles should be receiving Dwarven beer and wine. Yet I never see it in the local stockpile. Same with another still that receives sweet pods, its outpile never contains dwarven rum.

Quote
Are some of your output piles also linked to "give" to other piles? In that case, they'd only be used as transit locations and all contents would be sent to the next tier of piles as soon as possible.
No, I've torn the still and kitchen both down and carefully reconstructed the links. The outpiles either give to local piles or no piles at all. Only the outpile for non-rice seeds accepts from other sources.

You also may try to
1) remove any bins/barrels from stockpile
2) break all these connections to smaller chains (start with, say, just stockpile-still connection then add more later when this works)
3) remove any burrows from equation
Stockpile to still connection has always worked fine. Without links, it'll take from anywhere; with link to only barrel or only plant, jobs become unavailable; with links to both, that plant can be brewed. All stockpiles' max barrels are set to half the stockpile size or smaller.  It'll take some time to cycle in pots to replace the barrels, but I don't believe that's the problem. Also, these burrows aren't even active, none of them have citizens and none of them limit workshops.

Upload it to http://dffd.bay12games.com/ then.
Done, link added to OP.
« Last Edit: February 24, 2015, 01:40:34 pm by Uzu Bash »
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Detros

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Re: kitchen/still output stockpiles
« Reply #8 on: February 24, 2015, 02:32:36 pm »

Stockpile to still connection has always worked fine. Without links, it'll take from anywhere; with link to only barrel or only plant, jobs become unavailable; with links to both, that plant can be brewed. All stockpiles' max barrels are set to half the stockpile size or smaller.  It'll take some time to cycle in pots to replace the barrels, but I don't believe that's the problem. Also, these burrows aren't even active, none of them have citizens and none of them limit workshops.
What about civilian alert is active one assigned to any burrow? That would supersede any normal burrow settings.
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Uzu Bash

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Re: kitchen/still output stockpiles
« Reply #9 on: February 24, 2015, 04:01:50 pm »

I watched a brew job and saw there was a job created to take the seed to the correct pile, but no job for the barrel. I checked back while watching a cook job and saw it was tasked to go to a catch-all outpile that accepts only from another still. Finishing the cook job generated jobs that placed the food and the bag from the flour in the correct stockpiles -- I don't get why that works only while I'm watching. The bags I always see in the correct locations afterward, and I assume the seeds, but I never see the product in the meal pile.
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Uzu Bash

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Re: kitchen/still output stockpiles
« Reply #10 on: February 25, 2015, 09:57:12 am »

I think bug tracker issue should be opened on this, I'm surprised it hasn't already, but I' like to be sure that it's not just my problem. Did anyone else ever notice that link-only take stockpiles from a still or bar aren't respected. The product might wind up there by random chance, and unlike any other link-only stockpile, anything could show up in there, even things that couldn't possibly come from a still or kitchen. I've seen all kinds of shit in there -- animal fat, raw fish, dye and lye.

This means if I change the supply chain from the start, every other take-only stockpile link adapts except the still and kitchen. With those two I have to manually go over every product that may come out from them as a result of their new inputs. This defeats the point of having a take-only stockpile link.
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