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IDProjectCategoryView StatusDate SubmittedLast Update
0000040Dwarf FortressDwarf Mode -- Jobs, Itemspublic2010-04-01 16:122012-03-17 07:11
Assigned ToToady One 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version0.34.02 
Summary0000040: "Dwarf cancels Make Cloth Item : Needs 10000 plant cloth"
DescriptionDisplayed 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 ReproduceTry building a Clothier's Shop and order any cloth item. Might work only if there's no cloth available.
Additional InformationOnly tried one fort yet, so it might be rarer than I thought.
Tagscloth, siege, workshop
Attached Files

- Relationships
parent of 0000328resolvedToady One Weaver cancels Weave Thread into Cloth: Needs 15000 collected plant thread. 
parent of 0000561resolvedToady One running out of strands when smelting adamantine wafers gives "needs 15000 adamantine strands" 
parent of 0001125resolvedToady One Furnace Operator cancels make pig iron bars: Needs 150 refined coal 
parent of 0000063resolvedToady One Steel Bar Cancel - 150 Iron Bars 
has duplicate 0000090closedFootkerchief Cloth bag problem 
has duplicate 0000108closedFootkerchief Clothier workshop erroronous message spam 
has duplicate 0000819closedFootkerchief Clothing-maker needs 10000 dyed cloth to make a bag if there is no dyed cloth 
has duplicate 0000846closedFootkerchief Creating a cloth robe needs 10,000 plant cloth (0.31.02) 
has duplicate 0001071closedFootkerchief Urist McSmelter/Weavy McCloth cancels Make Item: Needs 1000 Sub-Item 
has duplicate 0001433closedFootkerchief Clothier cancels make silk 'item': needs 10000 silk cloth - But makes the item anyway 
has duplicate 0001584closedFootkerchief Huge demands of raw material 
has duplicate 0001868closedFootkerchief Need 10000 of Some such Item 
has duplicate 0002021closedLogical2u Ashir Omerustuth, Tailor cancels Construct cloth Bag: Needs 10000 plant cloth. 
has duplicate 0002929resolvedLogical2u need 10000 plant cloth to make a bag 
has duplicate 0003420resolvedLogical2u Dwarf cancelled job: Needs 10000 bones 
related to 0002859new Weave thread cancellation: requires 15k rock thread 
related to 0003871new Adamantine clothes cancellation claims to only require a single piece of cloth 

-  Notes
popetastic (reporter)
2010-04-01 16:15

This also happens when you try to make more pig iron or steel bars than you have refined coal for
morinon (reporter)
2010-04-01 16:24

I got the same, only 15 000 plant cloth needed.
Dwarfu (manager)
2010-04-01 17:42

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...?
cooky173 (reporter)
2010-04-01 18:27

Each piece of cloth is measured in some units, so needing 10 000 cloth is probably just 1 unit as before.
MNeis (reporter)
2010-04-02 13:15

Related to this, when running out of thread to make cloth it told me I needed 15000 thread to make cloth.
bombcar (reporter)
2010-04-03 09:51

Confirmed that this is units; 150 iron bars = 1 iron bar.
ninjinto (reporter)
2010-04-06 14:24

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.
abadidea (reporter)
2010-04-06 14:50

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.
Exerci (reporter)
2010-04-07 03:59

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.
Jimmy (reporter)
2010-04-08 20:40

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.
DoctorZuber (reporter)
2010-04-08 21:42
edited on: 2010-04-08 21:42

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.

kaefermelder (reporter)
2010-04-09 14:19

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?
bowdown2q (reporter)
2010-04-11 15:44

I get a similar issue with potash orders: needs 150 ash.
dree12 (reporter)
2010-04-19 16:01

I think it should be changed to 'Needs size 10000 cloth' or 'Needs size 150 iron bars'
Zombie (reporter)
2010-04-22 10:30

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!
Falldog (reporter)
2010-06-21 04:14

This is confusing a lot of people judging by the bug reports. Some kind of units *would* be appreciated.
existent (reporter)
2010-06-25 19:11

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.
rlbond86 (reporter)
2010-09-08 11:11

Should be changed to 10000 units of cloth.
And somewhere, it should be mentioned how much is one unit.
Niveras (reporter)
2010-09-11 08:43
edited on: 2010-09-11 08:49

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)

Toady One (administrator)
2012-02-16 16:57

This should be fixed now.

- Issue History
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 Dwarfu 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 Dwarfu Tag Attached: cloth
2010-04-03 08:57 Footkerchief Relationship added has duplicate 0000090
2010-04-03 09:22 Footkerchief Relationship added has duplicate 0000108
2010-04-03 09:51 bombcar Note Added: 0000554
2010-04-03 17:07 Footkerchief Relationship added has duplicate 0000328
2010-04-05 21:05 Footkerchief Relationship added has duplicate 0000561
2010-04-06 13:26 Justice Issue Monitored: Justice
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 Footkerchief 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 Footkerchief Relationship added has duplicate 0000819
2010-04-08 20:17 Footkerchief Relationship added has duplicate 0000846
2010-04-08 20:17 Footkerchief Issue Monitored: Jon-Ace
2010-04-08 20:17 Footkerchief 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 View Revisions
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 Footkerchief Relationship added has duplicate 0001071
2010-04-13 21:45 Footkerchief Relationship added parent of 0001125
2010-04-13 21:45 Footkerchief Relationship added parent of 0000063
2010-04-13 21:50 Footkerchief Relationship replaced parent of 0000328
2010-04-13 21:50 Footkerchief Relationship replaced parent of 0000561
2010-04-14 20:45 Footkerchief Relationship added parent of 0001171
2010-04-19 16:01 dree12 Note Added: 0004275
2010-04-20 09:50 Jinalealia Issue Monitored: Jinalealia
2010-04-22 10:24 Footkerchief Relationship added has duplicate 0001433
2010-04-22 10:30 Zombie Note Added: 0004615
2010-04-22 10:32 Zombie Issue Monitored: Zombie
2010-04-27 12:52 Footkerchief Relationship added has duplicate 0001584
2010-04-29 13:13 Footkerchief Category General => Dwarf Mode -- Jobs, Items
2010-05-02 17:41 Skandraken Issue Monitored: Skandraken
2010-05-14 00:08 Footkerchief Relationship added has duplicate 0001868
2010-05-21 21:00 Logical2u Relationship added has duplicate 0002021
2010-06-15 10:39 Conti Issue Monitored: Conti
2010-06-21 04:14 Falldog Note Added: 0008855
2010-06-25 19:11 existent Note Added: 0009106
2010-07-26 17:49 Footkerchief Relationship added related to 0002859
2010-08-02 08:37 Logical2u Relationship added has duplicate 0002929
2010-08-03 09:10 xrogaan Issue Monitored: xrogaan
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 View Revisions
2010-09-11 08:44 Niveras Note Edited: 0012582 View Revisions
2010-09-11 08:47 Niveras Note Edited: 0012582 View Revisions
2010-09-11 08:49 Niveras Note Edited: 0012582 View Revisions
2010-09-11 08:49 Niveras Note Edited: 0012582 View Revisions
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
2010-11-03 14:06 jwest23 Issue Monitored: jwest23
2011-01-06 08:05 Footkerchief Relationship added related to 0003871
2011-02-05 16:27 Dwarfu 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 Dwarfu Sticky Issue Yes => No

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