View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000040 | Dwarf Fortress | Dwarf Mode -- Jobs, Items | public | 2010-04-01 16:12 | 2012-03-17 07:11 |
Reporter | Timst | Assigned To | Toady One | ||
Priority | high | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.34.02 | ||||
Summary | 0000040: "Dwarf cancels Make Cloth Item : Needs 10000 plant cloth" | ||||
Description | Displayed when I attempt to create a cloth item (clothes, rope, etc.) with 0 cloth in stock. Have not tried with cloth (still a young fort), so it might just be a text artifact. | ||||
Steps To Reproduce | Try building a Clothier's Shop and order any cloth item. Might work only if there's no cloth available. | ||||
Additional Information | Only tried one fort yet, so it might be rarer than I thought. | ||||
Tags | cloth, siege, workshop | ||||
parent of | 0000328 | resolved | Toady One | Weaver cancels Weave Thread into Cloth: Needs 15000 collected plant thread. |
parent of | 0000561 | resolved | Toady One | running out of strands when smelting adamantine wafers gives "needs 15000 adamantine strands" |
parent of | 0001125 | resolved | Toady One | Furnace Operator cancels make pig iron bars: Needs 150 refined coal |
parent of | 0000063 | resolved | Toady One | Steel Bar Cancel - 150 Iron Bars |
has duplicate | 0000090 | closed | Cloth bag problem | |
has duplicate | 0000108 | closed | Clothier workshop erroronous message spam | |
has duplicate | 0000819 | closed | Clothing-maker needs 10000 dyed cloth to make a bag if there is no dyed cloth | |
has duplicate | 0000846 | closed | Creating a cloth robe needs 10,000 plant cloth (0.31.02) | |
has duplicate | 0001071 | closed | Urist McSmelter/Weavy McCloth cancels Make Item: Needs 1000 Sub-Item | |
has duplicate | 0001433 | closed | Clothier cancels make silk 'item': needs 10000 silk cloth - But makes the item anyway | |
has duplicate | 0001584 | closed | Huge demands of raw material | |
has duplicate | 0001868 | closed | Need 10000 of Some such Item | |
has duplicate | 0002021 | closed | Logical2u | Ashir Omerustuth, Tailor cancels Construct cloth Bag: Needs 10000 plant cloth. |
has duplicate | 0002929 | resolved | Logical2u | need 10000 plant cloth to make a bag |
has duplicate | 0003420 | resolved | Logical2u | Dwarf cancelled job: Needs 10000 bones |
related to | 0002859 | new | Weave thread cancellation: requires 15k rock thread | |
related to | 0003871 | new | Adamantine clothes cancellation claims to only require a single piece of cloth |
|
This also happens when you try to make more pig iron or steel bars than you have refined coal for |
|
I got the same, only 15 000 plant cloth needed. |
|
Is this a bug or a wording issue? I got the same message, needing 2 more bags to complete the manager's work order, so it says I needed 10,000 cloth. Remember cloth now has associated lengths, so I'm guessing each cloth bolt is 5,000 units...? |
|
Each piece of cloth is measured in some units, so needing 10 000 cloth is probably just 1 unit as before. |
|
Related to this, when running out of thread to make cloth it told me I needed 15000 thread to make cloth. |
|
Confirmed that this is units; 150 iron bars = 1 iron bar. |
|
I believe this has to do with the hospital. It takes all the cloth in your fort and doesn't release it for clothier jobs. |
|
Does this really need to be high priority? It's just cosmetic. It only says it when you're actually out of usable (non-hospital non-forbidden) material. |
|
Besides, even though a clothier needs 10000 units of cloth to make anything, the hospital needs less per wound dressing. This isn't really a bug. |
|
I'd agree that this is a UI issue rather than a bug. It's displaying the minimum usable units for jobs which require partial cloth pieces. Likely the bars issue is related to the return from melting down metal items. 10,000 cloth = 1 usable cloth bolt, 150 bars = 1 usable metal bar. |
|
This seems to mostly be an issue of it's a change in the mechanics that nobody really understands yet, there's basically no information about it in the wiki yet. If people are starting to understand how this new unit system works, please share so we can figure out if there's a bug under this or not. |
|
most likely related to this, my dwarves always bring more thread and cloth to the hospital than I order, though in total still small quantities. Maybe the increments you can set in the hospital menu don't match full units of thread, cloth? |
|
I get a similar issue with potash orders: needs 150 ash. |
|
I think it should be changed to 'Needs size 10000 cloth' or 'Needs size 150 iron bars' |
|
I don't think size is it. Its more units than that... having it display cloth in meters or centimeters (for length) and metal in kg (for weight/mass) would be more intuitive. It would also be helpful as we could know that processing pig tail makes, say, 10000 cm (100 m) of thread, which could make 10 m of cloth bolts or something. Having standardized units, even if they're dwarven units, would make the whole system a lot more understandable, yet still somewhat fun and realistic. Now make me 30 urists of steel bars! |
|
This is confusing a lot of people judging by the bug reports. Some kind of units *would* be appreciated. |
|
This happened to me, and I'm pretty sure it just means you ran out. The dwarf doesn't need that much of anything, he just needs MORE. |
|
Should be changed to 10000 units of cloth. And somewhere, it should be mentioned how much is one unit. |
|
This issue isn't wholly cosmetic or a matter of display as some comments indicate - at least as far as cloth/thread and hospitals are concerned. In my experience it is a result of how the hospital stores materials. If a dwarf takes something out of the hospital to be used, the hospital is now considered to be short that unit, so the hospital gets restocked with a full item of cloth. But when the medical dwarf is finished with the cloth for bandaging (or thread for suturing), the hospital can't accept the item back, so it gets returned to the cloth/thread stockpile, despite no longer being a full item/10,000 units. It is also possible for medical dwarves, and all professions, to choose an item from the cloth/thread stockpile when they "pick up" the bandage/suture job, because it's the closest material available. You can see this behavior repeated with all workshop jobs - you might have an unforbidden quantum stockpile next to your mason shop of the stone you desire, but the first stone the mason will pick up is based on proximity to his initial location, which is probably not the stockpile next to the workshop. In the case of medical dwarves, they may use cloth/thread that is not even assigned to the hospital, which again gets returned to the cloth/thread stockpile despite no longer being a full item. The first could probably be fixed by keeping the cloth/thread "assigned" to the hospital (listed in its tally of stored materials) so that at least it won't be restocked while an item is being used. However, I guess it is possible that it'll still get restocked when an item is used and the tally is now, for example, 19500/20000. The second issue I imagine is more complex, involving a rewrite in how dwarves, workshops and jobs in general find materials. (I guess this comment is more at home in issue 000771 : Cloth/Thread partially used by medical dwarfs can't be dyed/woven & they prefer new supplies over used ones) |
|
This should be fixed now. |
Date Modified | Username | Field | Change |
---|---|---|---|
2010-04-01 16:12 | Timst | New Issue | |
2010-04-01 16:15 | popetastic | Note Added: 0000031 | |
2010-04-01 16:24 | morinon | Note Added: 0000033 | |
2010-04-01 17:42 |
|
Note Added: 0000044 | |
2010-04-01 18:27 | cooky173 | Note Added: 0000064 | |
2010-04-02 06:10 | Todestool | Tag Attached: workshop | |
2010-04-02 13:15 | MNeis | Note Added: 0000278 | |
2010-04-02 13:21 |
|
Tag Attached: cloth | |
2010-04-03 08:57 |
|
Relationship added | has duplicate 0000090 |
2010-04-03 09:22 |
|
Relationship added | has duplicate 0000108 |
2010-04-03 09:51 | bombcar | Note Added: 0000554 | |
2010-04-03 17:07 |
|
Relationship added | has duplicate 0000328 |
2010-04-05 21:05 |
|
Relationship added | has duplicate 0000561 |
2010-04-06 14:24 | ninjinto | Note Added: 0001581 | |
2010-04-06 14:50 | abadidea | Note Added: 0001593 | |
2010-04-07 03:59 | Exerci | Note Added: 0001713 | |
2010-04-08 13:34 |
|
Summary | "Dwarf cancels Make Cloth Item : Needs 10 000 plant cloth" => "Dwarf cancels Make Cloth Item : Needs 10000 plant cloth" |
2010-04-08 13:37 |
|
Relationship added | has duplicate 0000819 |
2010-04-08 20:17 |
|
Relationship added | has duplicate 0000846 |
2010-04-08 20:17 |
|
Sticky Issue | No => Yes |
2010-04-08 20:40 | Jimmy | Note Added: 0002244 | |
2010-04-08 21:42 | DoctorZuber | Note Added: 0002257 | |
2010-04-08 21:42 | DoctorZuber | Note Edited: 0002257 | |
2010-04-09 14:19 | kaefermelder | Note Added: 0002425 | |
2010-04-09 21:06 | Jumpp | Tag Attached: siege | |
2010-04-11 15:44 | bowdown2q | Note Added: 0002889 | |
2010-04-13 00:52 |
|
Relationship added | has duplicate 0001071 |
2010-04-13 21:45 |
|
Relationship added | parent of 0001125 |
2010-04-13 21:45 |
|
Relationship added | parent of 0000063 |
2010-04-13 21:50 |
|
Relationship replaced | parent of 0000328 |
2010-04-13 21:50 |
|
Relationship replaced | parent of 0000561 |
2010-04-14 20:45 |
|
Relationship added | parent of 0001171 |
2010-04-19 16:01 | dree12 | Note Added: 0004275 | |
2010-04-22 10:24 |
|
Relationship added | has duplicate 0001433 |
2010-04-22 10:30 | Zombie | Note Added: 0004615 | |
2010-04-27 12:52 |
|
Relationship added | has duplicate 0001584 |
2010-04-29 13:13 |
|
Category | General => Dwarf Mode -- Jobs, Items |
2010-05-14 00:08 |
|
Relationship added | has duplicate 0001868 |
2010-05-21 21:00 | Logical2u | Relationship added | has duplicate 0002021 |
2010-06-21 04:14 | Falldog | Note Added: 0008855 | |
2010-06-25 19:11 | existent | Note Added: 0009106 | |
2010-07-26 17:49 |
|
Relationship added | related to 0002859 |
2010-08-02 08:37 | Logical2u | Relationship added | has duplicate 0002929 |
2010-09-08 11:11 | rlbond86 | Note Added: 0012516 | |
2010-09-11 08:43 | Niveras | Note Added: 0012582 | |
2010-09-11 08:44 | Niveras | Note Edited: 0012582 | |
2010-09-11 08:44 | Niveras | Note Edited: 0012582 | |
2010-09-11 08:47 | Niveras | Note Edited: 0012582 | |
2010-09-11 08:49 | Niveras | Note Edited: 0012582 | |
2010-09-11 08:49 | Niveras | Note Edited: 0012582 | |
2010-09-15 06:02 | Logical2u | Relationship added | has duplicate 0003223 |
2010-09-15 06:03 | Logical2u | Relationship deleted | has duplicate 0003223 |
2010-10-13 15:16 | Logical2u | Relationship added | has duplicate 0003420 |
2011-01-06 08:05 |
|
Relationship added | related to 0003871 |
2011-02-05 16:27 |
|
Relationship deleted | parent of 0001171 |
2012-02-16 16:57 | Toady One | Note Added: 0019873 | |
2012-02-16 16:57 | Toady One | Status | new => resolved |
2012-02-16 16:57 | Toady One | Fixed in Version | => Next Version |
2012-02-16 16:57 | Toady One | Resolution | open => fixed |
2012-02-16 16:57 | Toady One | Assigned To | => Toady One |
2012-03-17 07:11 |
|
Sticky Issue | Yes => No |