![]() 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). You can do this for kitchens too - if done right you can force kitchens to cook meals from the exact same ingredients every time.Some seeds are edible, either raw or cooked. You'll also need to set the still to give plump helmet spawn and dwarven wine to output stockpiles, or the output will be stuck in the workshop (at least this was the case in Classic, idk if it was changed in premium) ![]() In this case, you would have a dedicated still just for dwarven wine set to take from nearby stockpiles that only accepts plump helmets and empty barrels. I’ve not linked workshops before so all new to me.Īny elegant way to make my brewer use PH first? You can use dedicated stockpiles to force workshops to use specific materials. You'll also need to set up an empty barrel/pot store and link that to it too, since once a workshop has any link set up it'll only pull from linked piles and you'll get missing food pointer cancellations if you don'tĬould you elaborate on the second part please, do I need to set a stockpile to hold empty barrels for the outputs? Once they have booze in, will they get hauled away half full? ![]() I notice my PH supply is growing any my seeds falling again, so I will shortly have to do that again.Īny elegant way to make my brewer use PH first? If you make a stockpile that holds only PH and link it to the workshop, the still will only use those. I changed the preferences so the only brewable item is PHs, I then got a stack of seeds, changed the permissions back and carried on. It seems my brewer is brewing other plants so I have a pile of PHs and no seeds. So my farm which just grows plump helmets all year round suddenly had no seeds. Originally posted by definitive_prankster:Hi all
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