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Author Topic: [.38c] Seedy stockpiles  (Read 474 times)

Kagus

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[.38c] Seedy stockpiles
« on: May 11, 2008, 01:23:00 am »

Ran a quick check of the bug list and didn't see this, and it's kind of an annoyance.

I've got a small stockpile set up outside my leatherworker's shop to hold all leather items, including stuff like shields, armor, clothes, bags, et cetera.

I've also got a stockpile limited to two tiles (and no barrels) that is set to hold plump helmet seeds.  This is so I can make the most use out of my bags instead of having hordes of bags that have only one seed in them.

Well, that sure worked.  Dwarves are taking plump helmet spawn and shoving them into the empty bags stored in the leatherworker's stockpile.  

I checked, and there is nothing in the leatherworker's stockpile options that says anything about allowing seeds.   Dwarves are just taking it upon themselves to spread the happy happy seeds to as many happy happy corners of my happy happy fortress.  Needless to say, I'm not happy about this.


I noticed that sand bags were turned on in the options, so I've turned that off to see if they stop putting seeds in there.  It's a wild shot, but it's the only one I've got at the moment.

Qmarx

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Re: [.38c] Seedy stockpiles
« Reply #1 on: May 11, 2008, 01:31:00 am »

Is it possible they're taking empty bags, putting spawn in them, then saying "hey, I need to put away this bag", and putting it in the leather stockpile, which accepts bags?

In which case, the bug is that it checks the container and not its contents...

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Derakon

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Re: [.38c] Seedy stockpiles
« Reply #2 on: May 11, 2008, 01:34:00 am »

To my knowledge, dwarves are perfectly happy to put items down in a stockpile area that aren't supposed to be in the stockpile; they're just "there" instead of being in the stockpile. Like if a dwarf drops a sock while guzzling his afternoon tea^Wbeer. The only problem here is that the dwarves are preferring to put seeds into random unused bags instead of putting them into the stockpile bags. At a guess that's because the leather stockpile bags are closer to the dining room/processing area/whatever's causing seeds to be generated than the seed stockpile is.
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Kagus

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Re: [.38c] Seedy stockpiles
« Reply #3 on: May 11, 2008, 04:51:00 am »

The leather stockpile is indeed closer to the dining room.  Someone will grab a plump helmet and sit down at one of the tables for the meal, and then some thoughtful dwarf will come over and pick up the seeds and stick them into one of the bags in the leather stockpile.

Derakon

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Re: [.38c] Seedy stockpiles
« Reply #4 on: May 11, 2008, 11:07:00 am »

Well, as a crappy workaround, you could just make certain that nobody eats raw plump helmets. Cook or brew everything and all of the seeds will be generated at your food processing area, which is presumably closer to the seed stockpile.
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Silveron

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Re: [.38c] Seedy stockpiles
« Reply #5 on: May 12, 2008, 11:18:00 am »

Last I checked there is also a cap of 200 per type of seed. You could dump/restict access to most of the seeds. This would force your farmers to the seeds from your dining room/breweries. Added benefit is that any seeds after 200 simply are not generated by any task.
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Kagus

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Re: [.38c] Seedy stockpiles
« Reply #6 on: May 12, 2008, 11:25:00 am »

I've got about fifty seeds, this fort is stil in its first year.  And I'm aware of the 200 seedcap, that's why I built a two-tile stockpile specifically for each seed type that I'm going to be using, since each bag can hold 100 seeds.

It's not that big of a problem, it's just a minor annoyance.  I can easily find some way of working around it, but I felt that it might as well get posted since it seemed like buggy behaviour of the uncool kind.  At the very least, it will prevent other folks from making the same stockpile arrangement mistakes after reading this thread.