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IDProjectCategoryView StatusDate SubmittedLast Update
0007917Dwarf FortressDwarf Mode -- Jobs, Farming/Farmer's Workshoppublic2014-08-08 15:512014-08-10 15:19
ReporterMisterB777 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformLinuxOSUbuntuOS Version
Product Version0.40.06 
Target VersionFixed in Version 
Summary0007917: Hair items have a hidden quantity modifier
DescriptionThe Spinners in my current fort, since 40.06, are able to make infinite hair thread from a single hair item.

I assign the job (Spin Thread), and they go to the refuse stockpile, pick up the stack, make some nice new thread, then return the same stack back to the refuse stockpile.


Note, this did NOT seem to be an issue in 40.05 or 40.04.
Steps To Reproduce1. Slaughter something with hair (say... a Stray Horse), resulting in "Stray Horse Hair"
2. Assign a Farmer's Workshop to "Spin thread"
3. A spinner will make Stray Horse Hair Thread, but the original input material will remain.
4. Repeat ad nauseum
Tags0.40.06, hair, Intentional/Expected?, stack, thread
Attached Files

- Relationships

-  Notes
(0028668)
Button (reporter)
2014-08-09 12:55

Just attempted to reproduce this with a cow hair and it maxed out at 7 cow hair thread. I suspect this is just a case of invisible "stacks".
(0028670)
4maskwolf (reporter)
2014-08-09 12:57

What button said. Hair stacks are a finite resource, but for some reason stack size isn't displayed.
(0028678)
UristDaVinci (reporter)
2014-08-09 15:53

1. The stack size of hair, wool, and fur items is 1, even when butchered from shearable animals [used DFHack on 0.34.11]. However there is a body part material amount data structure on the item, which contains "hair/wool" (this is the DFHack terminology) amounts for all hair items, in addition "yarn" amounts for shearable hair.

FYI this is also how bone items fake a stack size. A single CORPSEPIECE item is named differently depending on what it contains. This bug is technically related to the bone stack issues.

2. Shearable animals suck as sheep have creature tokens such as this:
        [SELECT_MATERIAL:HAIR]
            [STATE_NAME:ALL_SOLID:wool]
            [STATE_ADJ:ALL_SOLID:wool]
            [YARN]

Horses/cows are not shearable and do not have the [YARN] token on their hair. You don't see cow hair or horse hair items brought by caravans. Should they even be spinnable?

3. Therefore, the game appears to accept any item with a "hair/wool" quantity for spinning, but perhaps will only show the available amount if the item has a "yarn" quantity or has the [YARN] token on the material.


This bug could also be solved by prohibiting the spinning of non-[YARN] hairs.
(0028681)
MisterB777 (reporter)
2014-08-09 16:31

Well, hair thread works well as a trade good (the only reason i bother spinning it). So, would you say this new behavior is caused by the fixed wool stacks in 40.06 (i.e., feature, not bug)?

Specifically, "Made reactions count up and trim away body component materials properly"
(0028758)
MisterB777 (reporter)
2014-08-10 15:19

Ok, confirming that a single hair item van generate around 7 threads before being used up. So, i guess this is expected behavior based on the yarn changes.

- Issue History
Date Modified Username Field Change
2014-08-08 15:51 MisterB777 New Issue
2014-08-08 15:55 MisterB777 Tag Attached: 0.40.06
2014-08-08 15:55 MisterB777 Tag Attached: hair
2014-08-08 15:55 MisterB777 Tag Attached: stack
2014-08-08 15:55 MisterB777 Tag Attached: thread
2014-08-08 21:15 4maskwolf Note Added: 0028634
2014-08-08 21:16 4maskwolf Note Deleted: 0028634
2014-08-09 12:55 Button Note Added: 0028668
2014-08-09 12:55 Button Tag Attached: Intentional/Expected?
2014-08-09 12:57 4maskwolf Note Added: 0028670
2014-08-09 14:05 Footkerchief Summary Making hair thread does not use up single stack of hair => Hair items have a hidden quantity modifier
2014-08-09 15:53 UristDaVinci Note Added: 0028678
2014-08-09 16:31 MisterB777 Note Added: 0028681
2014-08-10 15:19 MisterB777 Note Added: 0028758


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