View Issue Details

IDProjectCategoryView StatusLast Update
0005286Dwarf FortressDwarf Mode -- Interface, Stockpilespublic2012-03-29 12:51
ReporterOlith McHuman Assigned ToToady One  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product Version0.34.02 
Fixed in Version0.34.03 
Summary0005286: Some stone types cannot be disabled in z-stones menu
DescriptionIn 0.34.02, all problems with the z-stones menu were supposedly fixed. However, in my new fort, it appears that I cannot disable the use of jet or talc. Taking a closer look, it appears that all stone types without a reaction are missing. There are only 29 items on the list.

In other words:
Expected: All stone types can be mined and produce a bolder can be enabled / disabled at will. I.e. don't make mugs out of microcline.
Actual: Only stone types that can be used for something (smelting, plaster, flux, etc) show up.

Maybe this is intentional, but it seems like a break from the functionality that 0.31.x had.
TagsIntentional/Expected?

Relationships

related to 0004173 resolvedToady One Kaolinite is not listed as economic stone, despite being used for porcelain 
has duplicate 0005335 resolveduser6 Z-stones menu only lists a few stones 
related to 0005640 resolveduser6 Mason won't use Chalk for building furniture like they used to. 

Activities

Logical2u

2012-02-18 19:58

manager   ~0020084

More general version of 0004173, which predominately refers to Kaolinite, a special stone without a reaction, whereas this one refers to all special stones without reactions.

okdewit

2012-02-20 10:22

reporter   ~0020272

This makes it impossible to set up a good way to craft uniformly colored furniture or magma-safe doors/mechanics.

I don't know if all the stones were removed on purpose, but it seems like a game-breaking bug to me.

monk12

2012-02-22 15:14

reporter   ~0020501

I certainly hope it wasn't on purpose, as I also use the z-stones menu to globally dictate building materials.

ag

2012-02-22 21:49

reporter   ~0020520

DFHack now has a job-material command that can be used to tweak jobs in workshops to use specific stone, so once it is finally released for v0.34 you can use that to control what jobs use directly. I think that the game ui not supporting such precise selections even where the underlying engine does allow it is the real bug.

Issue History

Date Modified Username Field Change
2012-02-18 19:55 Olith McHuman New Issue
2012-02-18 19:57 Logical2u Relationship added parent of 0004173
2012-02-18 19:57 Logical2u Relationship replaced duplicate of 0004173
2012-02-18 19:58 Logical2u Note Added: 0020084
2012-02-19 08:15 user6 Status new => resolved
2012-02-19 08:15 user6 Resolution open => duplicate
2012-02-19 08:15 user6 Assigned To => user6
2012-02-19 08:16 user6 Assigned To user6 =>
2012-02-19 08:16 user6 Status resolved => new
2012-02-19 08:16 user6 Resolution duplicate => open
2012-02-19 08:16 user6 Relationship replaced related to 0004173
2012-02-19 08:16 user6 Tag Attached: Intentional/Expected?
2012-02-20 10:08 user6 Relationship added has duplicate 0005335
2012-02-20 10:22 okdewit Note Added: 0020272
2012-02-22 15:14 monk12 Note Added: 0020501
2012-02-22 21:49 ag Note Added: 0020520
2012-02-25 12:18 user6 Status new => resolved
2012-02-25 12:18 user6 Fixed in Version => Next Version
2012-02-25 12:18 user6 Resolution open => fixed
2012-02-25 12:18 user6 Assigned To => Toady One
2012-03-14 19:22 user6 Relationship added related to 0005640