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0010130Dwarf FortressDwarf Mode -- Stockpilespublic2017-02-01 06:572017-02-01 14:57
FantasticDorf 
Loci 
normalmajoralways
resolvedunable to reproduce 
0.43.05 
 
0010130: Refuse stockpile disallows 'rotted' items from being used in reactions - teeth/ivory, horn (hotfix included)
When the ability to discern rotted items on a refuse stockpile is turned off, the stockpile allows external no-meat BP items like teeth & horn (and scale/chitin theoretically, see 'additional information section below') to be used by workshops.

Via DFhack you can turn off the ability to discern rotting with [i] to take you to a stockpile manager menu then ([CTRL] + [X]) to turn it off, objects will be crafted normally afterwards from objects in that pile. There is nothing abnormal about the objects that are created from doing this so it would be considered to be a temporary hotfix until it is addressed in a future patch.

May bear relation to creatures too small to butcher for meat or mangled yielding only a 'skeletal' mess of bones or less( 0000874 ) and skeletons generally being unbutcherable ( 0001180 ) but that bug report would address pets being claimed for burial under 'dead_dwarf=true' not being usable anyway. The hotfix to this bug detailed in the description & the steps to reproduce only applies to slaughtered pets and non dead_dwarf=true sentients or animal pets.
Load up DFhack 43.05, and embark with some creatures with the relevant materials like cows sheep and yak's with horn materials.

Under normal circumstances the game would bug out & horns etc stay in refuse, for the next part it is important that the creatures are 'slaughtered' at a butcher shop. (to avoid dead_dwarf=true on pets)

In DFhack stockpile manager accessed from the main game screen with [i] over a stockpile, disable rotted materials from the categories of stored materials within ([CTRL] + [X]), then queue a job to make ivory/teeth or horn crafts.

The material will be collected and made into crafts, bypassing the bug and "requires unrotten materials" announcements, the stacks of the object will not matter & unused stacks will be returned to the pile.
Scales & chitin plus feathers and whatever else materials (???) would be able to fulfill function if they had the relevant material properties & reactions with this bug being resolved.

Findings & a screenshot shared in this DF post (sixth section) as per my personal investigation - http://www.bay12forums.com/smf/index.php?topic=161408.msg7343915#msg7343915 [^]

Where a stack of troll ivory that had been marked dead_dwarf=false was added to the non-rot discriminating stockpile by my sentient trophy & eating goblin civ and was worked into materials at a workshop nearby using the make crafts job.
butchery, horn, ivory, refuse, rotting, skeletons, tooth
Issue History
2017-02-01 06:57FantasticDorfNew Issue
2017-02-01 06:59FantasticDorfTag Attached: refuse
2017-02-01 06:59FantasticDorfTag Attached: rotting
2017-02-01 06:59FantasticDorfTag Attached: skeletons
2017-02-01 06:59FantasticDorfTag Attached: butchery
2017-02-01 06:59FantasticDorfTag Attached: horn
2017-02-01 06:59FantasticDorfTag Attached: ivory
2017-02-01 06:59FantasticDorfTag Attached: tooth
2017-02-01 08:43LociNote Added: 0036246
2017-02-01 08:43LociAssigned To => Loci
2017-02-01 08:43LociStatusnew => needs feedback
2017-02-01 10:44FantasticDorfNote Added: 0036247
2017-02-01 10:44FantasticDorfStatusneeds feedback => assigned
2017-02-01 10:44FantasticDorfNote Edited: 0036247bug_revision_view_page.php?bugnote_id=0036247#r14606
2017-02-01 11:12FantasticDorfNote Edited: 0036247bug_revision_view_page.php?bugnote_id=0036247#r14607
2017-02-01 11:18FantasticDorfNote Edited: 0036247bug_revision_view_page.php?bugnote_id=0036247#r14608
2017-02-01 12:14FantasticDorfNote Edited: 0036247bug_revision_view_page.php?bugnote_id=0036247#r14609
2017-02-01 12:18FantasticDorfNote Edited: 0036247bug_revision_view_page.php?bugnote_id=0036247#r14610
2017-02-01 14:57LociNote Added: 0036249
2017-02-01 14:57LociStatusassigned => resolved
2017-02-01 14:57LociResolutionopen => unable to reproduce

Notes
(0036246)
Loci   
2017-02-01 08:43   
I was unable to reproduce this in v0.43.05x32; dwarves pulled bones, hooves, and horns directly from a refuse pile for crafting.

Please provide a save demonstrating this bug.
(0036247)
FantasticDorf   
2017-02-01 10:44   
(edited on: 2017-02-01 12:18)
Bones/Skulls do not apply (normally craftable no issues), only teeth/ivory objects & horns (hooves i accidentally bypassed, assumed to also be affected) that are normally outside the body with no flesh or considered 'extra' apply.

The bug is widespread as with other mentions of it here (0008049) and here (0009550), in the detail of the object being rotten (in a 'skeletal' state of decomposition) and thus unusable.

The version type for my DF is 43.05x64, apologies beforehand for not specifying as i was unaware that it might be relevant. Please re-test on x64 for that may receive fast results from this easy to execute bug.

Eitherway i will supply a vanilla x64 DF save ASAP to demonstrate.
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*Edit - I am sorry, i have been mistaken, it is teeth/ivory primarily that seem to be the issue, impart my apologies, if a moderator could edit the OP description i would be appreciative. Issue & resolution still stands for clearing teeth/ivory because they are 'rotten'

> Such a large creature like a black bear that gives out teeth when slaughtering as such i might recommend waiting for a elf caravan and immediately buying a large animal. Or embarking with a large carnivorous animal via use of [COMMON_DOMESTIC]
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*EDIT 2* - I am at a loss why this bug is not working as intended within my save, please close this issue report (I will contact a admin over the DF forums if i encounter the relevant conditions again). I am definitely sure this bug exists for i have personally encountered it many times yet i dont know why by concious or unconcious change it is being reliable right now when previously it was not.
 
> A test that should most definitely work involves forcibly removing the teeth out of a wild creature by battering it.

The picture with the stocks manager in the supplied forum screenshot was with altered RAWS, so my own intervention is not out of the question.

(0036249)
Loci   
2017-02-01 14:57   
Lost-in-combat teeth are known to be unusable, and a single "severing" strike can produce dozens of them. Those teeth tend to accumulate in refuse stockpiles as other valid ones are removed for crafts.