View Issue Details

IDProjectCategoryView StatusLast Update
0008533Dwarf FortressDwarf Mode -- Jobs, Haulingpublic2016-01-07 09:26
Reporterthraxarious Assigned Touser6 
PrioritynormalSeverityminorReproducibilityhave not tried
Status confirmedResolutionopen 
PlatformPCOSWindowsOS VersionWin7 Ult X64
Product Version0.40.15 
Summary0008533: One bag contains entire supply (hundreds) of seeds
DescriptionA previously abandoned fort, reclaimed.

The seed stockpile is set to no barrels, so only seed bags. Aproximately 200 plump helmet spawn in fort, but all seem to be in one sack. This leads to any seed becoming available from food eaten making a dwarf carry the entire stock with him to pick it up, leading to hardly any seeds being planted in the mean time.

Constant "No Plump Helmet spawn" message spam when this happens.
Steps To ReproducePlay a fort with farms, and all buildings, get attacked by undead who never leave.

Dwarves go into spirals and abandon.

Reclaim and start farming again, keeping seeds in special seed bag only stockpiles.

Seeds become concentrated into only one bag, thus quantum storage bag.

Plant many plump helmet plots, but when a seed is left in the dining room, the entire stock is dragged to pick this one seed up.
Additional InformationStockpiles and hauling is... very tricky. Even when dragging a bin, dwarves only pick up ONE item, even if there are dozens of items nearby of the same type to be picked up.
TagsNo tags attached.

Relationships

duplicate of 0005992 resolvedToady One Conflict between hauling jobs (i.e. filling containers) and other jobs using items in those containers 
related to 0007869 assigneduser6 Dwarves compulsively store seeds in bags, even when no stockpile accepts those seeds 
has duplicate 0008773 resolveduser6 One bag contains entire supply (hundreds) of seeds 

Activities

smjjames

2014-11-09 13:04

reporter   ~0030924

Duplicate of both 0005992 (conflict between hauling jobs and jobs using things in the container being hauled) and 0005964 (same hauling behavior)

thraxarious

2014-11-09 14:20

reporter   ~0030927

What is the maximum capacity of a seed bag anyway? Should there not be a max so that there are more than one?

user6

2014-11-09 14:26

  ~0030929

Are you positive all 200 seeds are in one bag? That's the only aspect of this report that's new information, so please confirm whether that's the case.

thraxarious

2014-11-09 15:04

reporter   ~0030935

Yep. 12 pages of 14 "Plump helmet spawn" plus 7 more on the last page. As I said, the seed bag went quantum or something. every time any seed comes about, the dwarf drags the entire fort's stock of seed in one bag to pick up another.

user6

2015-01-24 14:46

  ~0032069

If anyone has a save that reproduces this problem in the latest version, please upload it to http://dffd.bay12games.com/ and PM a manager on the forums (or reopen the report).

user6

2015-01-28 15:32

  ~0032099

Save from 0008773: http://dffd.bay12games.com/file.php?id=10510

Jairl

2015-01-29 09:59

reporter   ~0032104

Last edited: 2015-01-29 10:52

I replaced the current uploaded save with a pure vanilla 40.24 that, simply put, was a poorly designed attempt to produce hundreds of seeds while keeping similar embark conditions to what my previous save was.

(15 seeds of each kind, initially harvested plants)

I'm not certain if it is a bug, given how vague the wiki is on item storage; and my lack of foresight resulted in me running out of wood/barrels before I could see if I could make the seeds overflow.


And sorry about not quite understanding what was meant by reopen... the terminology is new to me.



*I forgot to change the seed cap in init*

Okay, I was too impatient so I threw it into DFHack to empty all the barrels, but found that the seeds will overflow at ~ 607 seeds. Only tested for plump helmets.

thraxarious

2016-01-07 09:24

reporter   ~0034346

Seeing this again. Another new 42.04 game (imported from 42.01) where almost all seeds are going into one bag for the major crops. Plump helmets and I think pig tails.

After I spotted this I am gingerly looking into the init file. Trying to weed down how many it thinks need to go into one bag.

I think this was part of the issue with dwarves taking a whole season to haul a giant heavy container with the fort's entire stock of one item to collect something outside.

thraxarious

2016-01-07 09:26

reporter   ~0034347

Relevant save: http://dffd.bay12games.com/file.php?id=11621

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Issue History

Date Modified Username Field Change
2014-11-09 10:57 thraxarious New Issue
2014-11-09 13:04 smjjames Note Added: 0030924
2014-11-09 14:20 thraxarious Note Added: 0030927
2014-11-09 14:26 user6 Note Added: 0030929
2014-11-09 14:26 user6 Assigned To => user6
2014-11-09 14:26 user6 Status new => feedback
2014-11-09 14:26 user6 Relationship added related to 0005992
2014-11-09 14:26 user6 Relationship added related to 0007869
2014-11-09 15:04 thraxarious Note Added: 0030935
2014-11-09 15:04 thraxarious Status feedback => assigned
2014-11-09 17:03 user6 Summary Seed bag becomes quantum - claiming seeds halts all planting of plump helmets => One bag contains entire supply (hundreds) of seeds
2015-01-24 14:46 user6 Note Added: 0032069
2015-01-24 14:46 user6 Relationship replaced duplicate of 0005992
2015-01-24 14:46 user6 Status assigned => resolved
2015-01-24 14:46 user6 Resolution open => duplicate
2015-01-28 15:31 user6 Relationship added has duplicate 0008773
2015-01-28 15:31 user6 Status resolved => confirmed
2015-01-28 15:32 user6 Resolution duplicate => open
2015-01-28 15:32 user6 Note Added: 0032099
2015-01-29 09:59 Jairl Note Added: 0032104
2015-01-29 10:00 Jairl Note Edited: 0032104
2015-01-29 10:52 Jairl Note Edited: 0032104
2015-01-29 10:52 Jairl Note Edited: 0032104
2016-01-07 09:24 thraxarious Note Added: 0034346
2016-01-07 09:26 thraxarious Note Added: 0034347