Set the secondary (smaller) pile to take from anywhere and give to the main stockpile. Bags will always be used to store seeds in stockpiles, you cannot forbid that.Īnother way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links ( a). You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. During all this time, the seed barrel and all its contents will be blocked from access by any other job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. Note: In case you are confused about getting spam of messages like "Urist McFarmer cancels Plant seeds: Needs ", while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. Both of these limits can be modified in the d_init.txt file. seeds forbidden for use in case of typical dwarven culinary stupidity), any crops that you grow only occasionally, and potentially any crops which have been prevented from producing seeds by the specific type cap. Note that this removal may affect "strategic seed stockpiles" (i.e. Seed production is not affected by the global cap rather, the oldest seeds in the fortress will be periodically removed to remain at or around 3000. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200. Seed-producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. In order to prevent your fortress becoming cluttered with millions of seeds, there is a cap of 200 seeds for each plant type and a global cap of 3000 seeds. For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general crops page. Seeds are produced by brewing (at a still), milling (at a millstone or quern), processing (at a farmer's workshop), or by dwarves eating the plants raw (uncooked). However, presently dwarves will rather starve than eat a seed raw. Tree seeds cannot currently be planted, though a few varieties, such as macadamia nuts and walnuts, are edible or cookable. Cooking plants in a kitchen never produces seeds. The exceptions are valley herb, bloated tuber, kobold bulb, and muck root, which will not leave behind seeds after processing. When a plant is eaten or used in brewing, milling or plant processing, it leaves one or two plantable seeds (see below for details). They can also be produced from plants (acquired by plant gathering or growing the respective crops). Seeds can be brought on embark or obtained by trading. Different seeds generally can't be mixed within a bag, so storing seeds of 10 different types requires 10 (or more) different bags (though a bug does cause dwarves to combine seeds occasionally). They can be stored in bags (100 seeds per bag), which can in turn be stored in barrels or pots (10 bags per barrel/pot). Some seeds are edible, either raw or cooked.
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