Dwarf Fortress Bug Tracker - Dwarf Fortress
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0008533Dwarf FortressDwarf Mode -- Jobs, Haulingpublic2014-11-09 10:572016-01-07 09:26
normalminorhave not tried
PCWindowsWin7 Ult X64
0008533: One bag contains entire supply (hundreds) of seeds
A 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.
Play 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.
Stockpiles 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.
No tags attached.
duplicate of 0005992resolved Toady One Conflict between hauling jobs (i.e. filling containers) and other jobs using items in those containers 
related to 0007869assigned Footkerchief Dwarves compulsively store seeds in bags, even when no stockpile accepts those seeds 
has duplicate 0008773resolved Footkerchief One bag contains entire supply (hundreds) of seeds 
Issue History
2014-11-09 10:57thraxariousNew Issue
2014-11-09 13:04smjjamesNote Added: 0030924
2014-11-09 14:20thraxariousNote Added: 0030927
2014-11-09 14:26FootkerchiefNote Added: 0030929
2014-11-09 14:26FootkerchiefAssigned To => Footkerchief
2014-11-09 14:26FootkerchiefStatusnew => needs feedback
2014-11-09 14:26FootkerchiefRelationship addedrelated to 0005992
2014-11-09 14:26FootkerchiefRelationship addedrelated to 0007869
2014-11-09 15:04thraxariousNote Added: 0030935
2014-11-09 15:04thraxariousStatusneeds feedback => assigned
2014-11-09 17:03FootkerchiefSummarySeed bag becomes quantum - claiming seeds halts all planting of plump helmets => One bag contains entire supply (hundreds) of seeds
2014-12-14 15:49BenLubarIssue Monitored: BenLubar
2015-01-24 14:46FootkerchiefNote Added: 0032069
2015-01-24 14:46FootkerchiefRelationship replacedduplicate of 0005992
2015-01-24 14:46FootkerchiefStatusassigned => resolved
2015-01-24 14:46FootkerchiefResolutionopen => duplicate
2015-01-28 13:53JairlIssue Monitored: Jairl
2015-01-28 13:53JairlIssue End Monitor: Jairl
2015-01-28 15:31FootkerchiefRelationship addedhas duplicate 0008773
2015-01-28 15:31FootkerchiefStatusresolved => confirmed
2015-01-28 15:32FootkerchiefResolutionduplicate => open
2015-01-28 15:32FootkerchiefNote Added: 0032099
2015-01-29 09:59JairlNote Added: 0032104
2015-01-29 10:00JairlNote Edited: 0032104bug_revision_view_page.php?bugnote_id=0032104#r12857
2015-01-29 10:52JairlNote Edited: 0032104bug_revision_view_page.php?bugnote_id=0032104#r12858
2015-01-29 10:52JairlNote Edited: 0032104bug_revision_view_page.php?bugnote_id=0032104#r12859
2016-01-07 09:24thraxariousNote Added: 0034346
2016-01-07 09:26thraxariousNote Added: 0034347
2017-06-08 20:46HuntthetrollIssue Monitored: Huntthetroll

2014-11-09 13:04   
Duplicate of both 0005992 (conflict between hauling jobs and jobs using things in the container being hauled) and 0005964 (same hauling behavior)
2014-11-09 14:20   
What is the maximum capacity of a seed bag anyway? Should there not be a max so that there are more than one?
2014-11-09 14:26   
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.
2014-11-09 15:04   
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.
2015-01-24 14:46   
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).
2015-01-28 15:32   
Save from 0008773: http://dffd.bay12games.com/file.php?id=10510 [^]
2015-01-29 09:59   
(edited on: 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.

2016-01-07 09:24   
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.
2016-01-07 09:26   
Relevant save: http://dffd.bay12games.com/file.php?id=11621 [^]