
Be careful using plump helms in the kitchen though, because you will lose seeds that way. Plump helms because your dwarves need to drink and stills produce seeds. Pigs are good because you can milk them too.

Probably somebody is running off with the seed bag to collect a spawn freed up by eating or brewing, just as somebody wants to plant a spawn from that bag, and the planter sees the spawn in the. My problem is that a couple times I have set up a cooking workflow, only to have all my crops cooked. If you have a manager, you can even set up an automatic work order, that starts brewing as soon as you have less than X seeds, it should be one of the suggested rules at the bottom. Plump helms, non-grazing animal pair like pigs, and poultry that lay eggs are what I have for my embark. Most likely, you have plenty of plump helmet spawn, and the no plump helmet spawn message is just an annoying quirk of the hauling system as it is now. Does anybody know if there is a way in DFHack to limit workflow jobs by input For example, 'keep making easy meals until plump helmets is less than 20'. They just use the TREE tag to obtain a wood material (they also have a structural material for their live form).To restrict the dwarves from cooking the plump helmets (it's specifically cooking them that destroys the seeds), you have to go to Labour (the hammer in bottom left) -> Kitchen -> then click the cooking button next to plump helmets to restrict it from cooking.Īfter that, you can start brewing plump helmets to get seeds (the main way to get seeds).

Other plants (including trees) add materials in the same way, though trees cannot be used at this time with seeds/thread/drink etc. Dwarf Fortress > DF Dwarf Mode Discussion (Moderators: Toady One. The seed material and information is established in a similar fashion. We also set a few more numbers to distinguish the alcohol from the template. I bet you could edit your save files to give the plump helmet man the ability to speak (we'll all assume he's developed some form of sign language and gradually taught it to your dwarves), after which point you could DFHack him. The material template is just called "alcohol" so we need to give it a proper name. According to the wiki you can make someone a citizen of your fortress with DFHack using the command 'tweak makeown', but they need to have the CANSPEAK tag. This screen is useful for several other fixes, too, if youre interested to look further. You need to be selecting the stockpile for it to work. I believe the hotkey in the starter pack defaults to alt+ p. There is a dfhack command to copy stockpiles so you don't need to redo the custom stockpile assignments. When looking at a member of a given civilzation, run 'gui/gm-editor' in the DfHack command line. Re: Can I somehow resize stockpiles and zones. Next we establish an alcohol material in much the same way as the structural material. The gui/gm-editor script in DfHack can be used to edit an existing civilization and fix the problem. Any token material can be used here to modify the material that was created from the template. We also modify it a bit to make the plant edible. In general, you can use LOCAL_PLANT_MAT|, PLANT_MAT||, CREATURE_MAT|| or INORGANIC|IRON (though the game might hiccup for a while specifically on plants that aren't structurally plants). Here the material is marked as the structural material (this could be below the edible tags which come next). Here the material is added to the plant, using a template from the material file.

Every plant needs a structural material so that the game knows how it behaves when it's alive.
