Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Planters ignoring seeds  (Read 1146 times)

van

  • Bay Watcher
    • View Profile
Planters ignoring seeds
« on: May 30, 2009, 06:39:44 pm »

Hey, I started a new fortress and set up a irrigation system, flooded two 9x9 rooms, made farm plots, and have been happily producing cash crops in one room, and plump helmet spawn in the other, until just recently I see no seeds in either plot, when I 'q' over to them it says: "no seeds available for this location" which is bs because I notice people munching down on raw plump helmet and seed barrels and plump helmet spawns strewn across my streets.

so wtf?


Edit: found the problem, my muddy stones dried out after a year I guess...
« Last Edit: June 05, 2009, 10:33:25 pm by van »
Logged

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: Planters ignoring seeds
« Reply #1 on: May 30, 2009, 06:41:59 pm »

tasked for hauling.
Logged
this sigtext was furiously out-of-date and has been jettisoned

van

  • Bay Watcher
    • View Profile
Re: Planters ignoring seeds
« Reply #2 on: May 30, 2009, 06:44:38 pm »

tasked for hauling.

how does I fix?
Logged

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: Planters ignoring seeds
« Reply #3 on: May 30, 2009, 06:55:47 pm »

You don't. Just wait, Urists will eventually finish moving them.
Logged
this sigtext was furiously out-of-date and has been jettisoned

van

  • Bay Watcher
    • View Profile
Re: Planters ignoring seeds
« Reply #4 on: May 30, 2009, 07:07:35 pm »

well my planters don't have anything to do, there are clear plump helmet spawns in my food stockpile not being used, and the plots still say that there are no seeds available...
Logged

alway

  • Bay Watcher
  • 🏳️‍⚧️
    • View Profile
Re: Planters ignoring seeds
« Reply #5 on: May 30, 2009, 07:19:18 pm »

Try the following:
A: have a few more idlers, this will leave more people for hauling
B: move/build future dining rooms near a food stockpile
C: move/build future stills near food stockpiles
Those should reduce hauling time greatly, thus making a smaller % of your seeds hauled at any given point in time.
Logged

van

  • Bay Watcher
    • View Profile
Re: Planters ignoring seeds
« Reply #6 on: May 30, 2009, 07:31:52 pm »

Try the following:
A: have a few more idlers, this will leave more people for hauling
B: move/build future dining rooms near a food stockpile
C: move/build future stills near food stockpiles
Those should reduce hauling time greatly, thus making a smaller % of your seeds hauled at any given point in time.

its no more then a 25 square walk from my food stockpiles to my dining hall, same shorter for my still/farm.
Logged

Nonsapient

  • Bay Watcher
    • View Profile
Re: Planters ignoring seeds
« Reply #7 on: May 30, 2009, 07:41:44 pm »

Pardon my drunk,  but are your food stockpiles full?  If the seeds have nowhere to go, the farmers won't necessarily recognize them.



Edit: Is anything forbidden?  Or are you sure your planters have the farming labor enabed?
Logged

van

  • Bay Watcher
    • View Profile
Re: Planters ignoring seeds
« Reply #8 on: May 30, 2009, 07:47:02 pm »

they have farming enabled, there is still a bunch of space in my food stockpiles, I don't think I ever forbid the use of them, I know I restricted cooking to both plump helmets and plump helmet spawns...
Logged

Nonsapient

  • Bay Watcher
    • View Profile
Re: Planters ignoring seeds
« Reply #9 on: May 30, 2009, 07:50:14 pm »

As in you restrained anyone from cooking plump helmets or plump helmet spawn?  If so,  I've got nothing.

Edit:For the drunk,  plump helmets aren't red in the 'Q' menu, right?
Logged

DG

  • Bay Watcher
  • Pull the Lever
    • View Profile
Re: Planters ignoring seeds
« Reply #10 on: June 01, 2009, 05:08:20 am »

tasked for hauling.

how does I fix?

Disable seeds from all of your food stockpiles then they'll just sit where they're produced (still, farmer's workshop etc) until someone grabs them for planting/cooking etc.
Logged

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: Planters ignoring seeds
« Reply #11 on: June 01, 2009, 05:15:17 am »

That will "clutter" up your kitchen real fast.

If your kitchens (I believe in more than one, for those multiple big meals) are near your farm plots (like Armok intended), then you can make a seed-only stockpile nearby.  A shorter trip means a short wait, and seed-only stockpiles allow a visual check of your stocks if desired.

However, I'd be surprised if all your seeds are tasked for hauling - nearly every last one would have to be. 

Try <d, b, c> and see if you accidentally forbade the seeds.

Make sure your Growers didn't get that labor disabled somehow (hey, stranger things have happened.)

Move the seed stockpiles closer than 25 tiles - no reason not to have them 1 tile away, right there. (They can get walked on, they don't wear out.)
Logged

nutzy

  • Bay Watcher
    • View Profile
Re: Planters ignoring seeds
« Reply #12 on: June 01, 2009, 09:52:35 am »

That will "clutter" up your kitchen real fast.
Stills, farmers workshops, mills & querns, but not kitchens.
Logged

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: Planters ignoring seeds
« Reply #13 on: June 01, 2009, 11:05:13 am »

True - I mis-spoke. I think of all those as my "kitchen area", but plants get "cooked" in an actual kitchen and leave no seeds.
Logged

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Planters ignoring seeds
« Reply #14 on: June 01, 2009, 06:24:05 pm »

2-square stockpile per seed type you use, no barrels. Ensures efficiency of bags and you ne'er need more. (And forbid seeds from rest of stockpiles, natch.)

Also, if you put right next to your farms, efficient for farming.

More a pre'entati'e than a cure I s'pose.
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets
Pages: [1] 2