Multiple stockpile designs Double stockpile Īnother design that works well for seeds uses two stockpiles. You will continue to get some planting job cancellations when a bag is removed to pick up new seeds, but it is nowhere near as bad as the situation you get with barrels. Seeds will continue to be stored in bags (you cannot stop this by any means, if empty, unforbidden bags exist). The simplest design is to disallow barrels in the seed stockpile. There are a few designs that try to mitigate this problem. And if any new seeds have been generated while that's going on, then the cycle never ends. The planter can't use any of those seeds until the barrel has been dragged out, and then finally dragged back to the original stockpile.
#DWARF FORTRESS QUANTUM STOCKPILE FULL#
As soon as this job is created, the whole barrel full of seed bags (which may be every seed in the entire fortress) is marked for hauling and is unavailable for any other purpose, including planting crops. Some dwarf will be assigned to take the barrel out of the stockpile, drag it to the dining room where the bag is, and put the bag into the barrel. Since there is a non-full barrel already in the stockpile, the job will be "Store Item in Barrel". Once the bag has been taken to the dining room and has acquired one (or possibly several) new seeds, the stockpile will generate another job to bring the bag back. All the seeds in it are now unavailable for use - and the dwarf hasn't even picked it up yet!īut it gets worse.
However, as soon as this job has been created, the bag is marked as being part of the hauling job. Some dwarf will be assigned to take the bag of plump helmet spawn out of the stockpile, bring it to the dining room where the seed is, and put the seed into the bag. If there is already a bag of plump helmet spawn in the stockpile, then the job will be "Store Item in Bag". The stockpile will eventually realize this has occurred, and will generate a job to acquire the seed. Now, suppose some dwarf eats a plump helmet and generates a plump helmet spawn. (All barrel- and bin-using stockpiles try to keep one empty container for future use.) The barrels can hold a huge number of seed bags, so there will be a small number of very full barrels.
#DWARF FORTRESS QUANTUM STOCKPILE PLUS#
In the "stockpile at rest" (when no new seeds have been generated in a long time), we will most likely have 1 or 2 barrels full of seed bags, plus one empty barrel. Let's take a closer look at why this happens. If you simply create a food stockpile next to the farm, and disable everything except seeds, the default settings will allow the use of barrels to store the seed bags. Seeds are stored in food stockpiles, in bags the bags in turn will be stored in barrels or large pots if you allow it, and if enough empty barrels/pots are available. Your planters need seeds to sow crops in farm plots. The classic example of this problem is the seed stockpile. The solution to this issue is to minimize the amount of time a container full of items spends being hauled, either by avoiding the use of containers altogether, or by minimizing the distance a container will travel. If a hauling job takes a month, then all the items involved in that job are unavailable for an entire month.
While an item is being hauled, or is inside a container which is tasked for hauling, it can't be used. One of the major problems you will face in a fortress with inefficient stockpile design is the endless "spam" of job cancellations due to items being hauled.