Dwarf Fortress Bug Tracker - Dwarf Fortress
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0002011Dwarf FortressDwarf Mode -- Jobs, Item Improvements/Decorationspublic2010-05-21 10:142015-06-02 04:39
Toady One 
normalminorhave not tried
0002011: Decorating with bone/horn uses whole stack
When decorating with bone or horn, the entire stack is used, like it was in 40d.
1. Get a stack of bones.
2. Create one "decorate with bone" job.
3. Watch the stack disappear.
bones, crafting, decoration, Holdover from 40d?
has duplicate 0001602closed Logical2u Decorating crafts uses up entire stacks of bone for single decoration. even stacks of 50+ elephant bones. 
has duplicate 0002531resolved Footkerchief Dwarf uses stack instead of single item for item improvements 
has duplicate 0002769resolved Logical2u Dwarf got mood, used two piles of Elephant - 57 to put rings of bone and spikes of bone on item 
has duplicate 0004400resolved Footkerchief Bone crafting problem with stacks 
related to 0003151resolved Toady One Shell crafts use up the entire stack 
related to 0003898resolved Toady One Entire Bone Stacks are used in Reactions instead of a single Bone 
child of 0000808resolved Toady One Processing Raw Turtles only makes one shell per stack, and other stack size issues 
Issue History
2010-05-21 10:14DuckyNew Issue
2010-05-21 10:14DuckyTag Attached: bones
2010-05-21 10:15DuckyTag Attached: crafting
2010-05-21 10:15DuckyTag Attached: decoration
2010-05-21 10:15DuckyTag Attached: Holdover from 40d?
2010-05-21 10:34FootkerchiefNote Added: 0007131
2010-05-21 10:35FootkerchiefNote Edited: 0007131bug_revision_view_page.php?bugnote_id=0007131#r2663
2010-05-21 15:45Logical2uRelationship addedhas duplicate 0001602
2010-05-22 19:47DuckyNote Added: 0007210
2010-05-22 20:06FootkerchiefRelationship addedrelated to 0000206
2010-05-29 23:01Khym ChanurIssue Monitored: Khym Chanur
2010-06-14 09:01KumquatIssue Monitored: Kumquat
2010-06-22 09:02FootkerchiefRelationship addedchild of 0000347
2010-06-22 09:04FootkerchiefRelationship addedchild of 0000808
2010-06-22 09:04FootkerchiefRelationship deletedchild of 0000347
2010-06-22 09:04FootkerchiefRelationship deletedrelated to 0000206
2010-06-30 22:24FootkerchiefRelationship addedhas duplicate 0002531
2010-07-01 23:25ChickenLipsNote Added: 0009500
2010-07-20 04:34Logical2uRelationship addedhas duplicate 0002769
2010-09-03 16:32Logical2uRelationship addedparent of 0003151
2010-09-21 10:32TelarinIssue Monitored: Telarin
2011-01-18 12:34Logical2uRelationship addedparent of 0003898
2011-03-27 11:04Lord_DakstarNote Added: 0016679
2011-03-31 01:16FootkerchiefRelationship addedhas duplicate 0004400
2012-04-17 08:54FootkerchiefRelationship addedrelated to 0005816
2012-05-14 08:42FootkerchiefRelationship deletedrelated to 0005816
2013-03-31 09:04lethosorNote Added: 0023915
2013-04-01 08:53QuietustNote Added: 0023916
2014-07-30 12:12Toady OneRelationship replacedrelated to 0003898
2014-07-30 12:12Toady OneRelationship replacedrelated to 0003151
2014-07-30 12:12Toady OneStatusnew => resolved
2014-07-30 12:12Toady OneFixed in Version => Next Version
2014-07-30 12:12Toady OneResolutionopen => fixed
2014-07-30 12:12Toady OneAssigned To => Toady One
2015-06-02 04:39TelarinIssue End Monitor: Telarin
2016-06-24 16:45KumquatIssue End Monitor: Kumquat

2010-05-21 10:34   
(edited on: 2010-05-21 10:35)
40d had similar issues with crossbows and crafts as well. It would be helpful if someone could verify whether these are still around.

# 000104 □ [dwarf mode][jobs][items] (http://www.bay12games.com/forum/index.php?topic=6744.0 [^]) bone stacks of any size create one bone x-bow (lye/bone crafts also reported)

2010-05-22 19:47   
Not sure about crossbows, but bone crafts flat-out don't work, like shell crafts. Nothing is produced, and the bone/shell isn't used up.
2010-07-01 23:25   
I can confirm that crossbows are taking only one bone per crossbow.
2011-03-27 11:04   
This bug is still present as of 0.31.22.
2013-03-31 09:04   
This still occurs in 0.34.11.
2013-04-01 08:53   
Back in 40d, bones and shells were a distinct item type (with stack size and everything), but version 0.31 merged them into the CORPSEPIECE item type which keeps track of how much of each "type" of material is present (e.g. a severed leg could have bones, shells, AND horn/hoof) and doesn't actually set the "stack size" on said items (it 'fakes' it by explicitly formatting it into the item name when it's only made of a single material).

As a result, every job which uses bone/shell/ivory/horn needs special logic to use this special "stack size", and this is one of the cases which is missing that special logic.